Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 57.1
edited by owen
on 2020/02/14 14:30
on 2020/02/14 14:30
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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.owen1 +XWiki.Rothank - Content
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... ... @@ -4,13 +4,13 @@ 4 4 The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4. 5 5 Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue. 6 6 7 -{{no te}}8 -The list of breaking changes does **NOT**cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.7 +{{info}} 8 +⚠ The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself. 9 9 10 10 Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day. 11 11 12 12 As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change). 13 -{{/no te}}13 +{{/info}} 14 14 15 15 {{warning title="UI modding considered unstable until further notice..."}} 16 16 Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. ... ... @@ -18,30 +18,142 @@ 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 8.00 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>** 27 +|(% colspan="6" style="width:117px" %)((( 28 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 27 27 ))) 28 -|(% colspan="3" %)(% colspan="3" %) 30 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran** 31 +|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account. 32 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui** 33 +|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml). 34 +|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced** 35 +|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment. 36 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed 37 +|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list. 38 + 39 +=== Version 7.50 === 40 + 41 +(% class="table-striped" %) 42 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 43 +|(% colspan="4" style="width:117px" %)((( 44 +The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 45 +))) 46 +|(% 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** 47 +|(% colspan="7" style="width:117px" %)((( 48 +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. 49 +))) 50 + 51 +=== Version 7.00 === 52 + 53 + 54 +(% class="table-striped" %) 55 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 56 +|(% 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. 57 +|(% 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** 58 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 59 +|(% 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 60 +|(% colspan="4" style="width:117px" %)((( 61 +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. 62 +))) 63 +|(% 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. 64 +|(% colspan="4" style="width:117px" %)((( 65 +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.** 66 +))) 67 +|(% 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. 68 +|(% colspan="4" style="width:117px" %)((( 69 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 70 +))) 71 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 29 29 ((( 30 -== 3.00 == 73 +Scripts 74 +)))|(% colspan="1" style="width:119px" %)((( 75 +7.00 Beta 1 76 +)))|(% colspan="2" style="width:1625px" %)((( 77 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 31 31 ))) 79 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 80 +((( 81 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 82 +))) 83 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 84 +((( 85 +UI extensions 86 +)))|(% colspan="1" style="width:119px" %)((( 87 +7.00 Beta 1 88 +)))|(% colspan="2" style="width:1625px" %)((( 89 +**FFI**: RemoveBuildPlot() changed 90 +))) 91 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 92 +((( 93 + 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. 94 +))) 95 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 96 +((( 97 +Assets 98 +)))|(% colspan="1" style="width:119px" %)((( 99 +7.00 Beta 1 100 +)))|(% colspan="2" style="width:1625px" %)((( 101 +**Some Split DLC materials moved to base game** 102 +))) 103 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 104 +((( 105 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 106 +))) 107 + 108 +=== Version 6.00 === 109 + 110 +(% class="table-striped" %) 111 +|((( 112 +Libraries 113 +)))|((( 114 +6.00 Beta 7 115 +)))|(% colspan="2" %)((( 116 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 117 +))) 118 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 119 +((( 120 +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. 121 + 122 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 123 +))) 32 32 |(% colspan="1" %)(% colspan="1" %) 33 33 ((( 34 34 Scripts 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 37 -3.0 Beta 6 129 +6.00 Beta 4 130 +)))|(% colspan="2" %)(% colspan="1" %) 131 +((( 132 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 133 +))) 134 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 135 +((( 136 +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. 137 + 138 +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. 139 +))) 140 +|(% colspan="1" %)(% colspan="1" %) 141 +((( 142 +Scripts 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 -Changed behaviour of script action <get_suitable_job/> 145 +6.00 Beta 3 146 +)))|(% colspan="2" %)(% colspan="1" %) 147 +((( 148 +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"%)150 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 43 43 ((( 44 -<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. 152 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 153 + 154 +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. 155 + 156 +The action itself has been improved to increase the chance of finding suitable surface positions. 45 45 ))) 46 46 |(% colspan="1" %)(% colspan="1" %) 47 47 ((( ... ... @@ -48,14 +48,407 @@ 48 48 Scripts 49 49 )))|(% colspan="1" %)(% colspan="1" %) 50 50 ((( 163 +6.00 Beta 1 164 +)))|(% colspan="2" %)(% colspan="1" %) 165 +((( 166 +Behaviour change for **<match_dock>** script component filter 167 +))) 168 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 169 +((( 170 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 171 +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. 172 +))) 173 +|(% colspan="1" %)(% colspan="1" %) 174 +((( 175 +Scripts 176 +)))|(% colspan="1" %)(% colspan="1" %) 177 +((( 178 +6.00 Beta 1 179 +)))|(% colspan="2" %)(% colspan="1" %) 180 +((( 181 +Changed result attribute location for **<get_attackstrength>** 182 +))) 183 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 184 +((( 185 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 186 +))) 187 +|((( 188 +Assets 189 +)))|((( 190 +6.00 Beta 1 191 +)))|(% colspan="2" %)((( 192 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 193 +))) 194 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 195 +((( 196 +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. 197 +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. 198 +))) 199 +|(% colspan="1" %)(% colspan="1" %) 200 +((( 201 +Scripts 202 +)))|(% colspan="1" %)(% colspan="1" %) 203 +((( 204 +6.00 Beta 1 205 +)))|(% colspan="2" %)(% colspan="1" %) 206 +((( 207 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 208 +))) 209 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 210 +((( 211 +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. 212 +))) 213 +|((( 214 +Scripts 215 +)))|((( 216 +6.00 Beta 1 217 +)))|(% colspan="2" %)((( 218 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 219 +))) 220 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 221 +((( 222 +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. 223 +))) 224 +|((( 225 +Cutscenes 226 +)))|((( 227 +6.00 Beta 1 228 +)))|(% colspan="2" %)((( 229 +Changed behaviour of **<angles>** in cutscenes 230 +))) 231 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 232 +((( 233 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 234 +))) 235 + 236 +---- 237 + 238 +=== Version 5.00 === 239 + 240 +(% class="table-striped" %) 241 +|((( 242 +Parameters 243 +)))|((( 244 +5.00 Beta 1 245 +)))|(% colspan="2" %)((( 246 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 247 +))) 248 +|(% colspan="7" %)(% colspan="3" %) 249 +((( 250 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 251 +))) 252 + 253 +---- 254 + 255 +=== Version 4.10 === 256 + 257 +(% class="table-striped" %) 258 +|(% colspan="1" %)(% colspan="1" %) 259 +((( 260 +UI extensions 261 +)))|(% colspan="1" %)(% colspan="1" %) 262 +((( 263 +4.10 Beta 7 264 +)))|(% colspan="2" %)(% colspan="1" %) 265 +((( 266 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 267 +))) 268 +|(% colspan="4" %)(% colspan="3" %) 269 +((( 270 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 271 +))) 272 +|(% colspan="1" %)(% colspan="1" %) 273 +((( 274 +UI extensions 275 +)))|(% colspan="1" %)(% colspan="1" %) 276 +((( 277 +4.10 Beta 6 278 +)))|(% colspan="2" %)(% colspan="1" %) 279 +((( 280 +**FFI**: CustomGameStartPlayerProperty2 changed 281 +))) 282 +|(% colspan="4" %)(% colspan="3" %) 283 +((( 284 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 285 +))) 286 +|(% colspan="1" %)(% colspan="1" %) 287 +((( 288 +Parameters 289 +)))|(% colspan="1" %)(% colspan="1" %) 290 +((( 291 +4.10 Beta 3 292 +)))|(% colspan="2" %)(% colspan="1" %) 293 +((( 294 +Renamed **<stationinfobox>** to **<infobox>** 295 +))) 296 +|(% colspan="4" %)(% colspan="3" %) 297 +((( 298 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 299 +))) 300 +|(% colspan="1" %)(% colspan="1" %) 301 +((( 302 +UI extensions 303 +)))|(% colspan="1" %)(% colspan="1" %) 304 +((( 305 +4.10 Beta 2 306 +)))|(% colspan="2" %)(% colspan="1" %) 307 +((( 308 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 309 +))) 310 +|(% colspan="4" %)(% colspan="3" %) 311 +((( 312 +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. 313 +))) 314 +|((( 315 +UI extensions 316 +)))|((( 317 +4.10 Beta 2 318 +)))|(% colspan="2" %)((( 319 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 320 +))) 321 +|(% colspan="4" %)(% colspan="3" %) 322 +((( 323 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 324 +))) 325 +|((( 326 +Scripts 327 +)))|((( 328 +4.10 Beta 1 329 +)))|(% colspan="2" %)((( 330 +People related attributes of mission** <delivery> **node moved 331 +))) 332 +|(% colspan="4" %)(% colspan="3" %) 333 +((( 334 +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. 335 +))) 336 +|(% colspan="1" %)(% colspan="1" %) 337 +((( 338 +Scripts 339 +)))|(% colspan="1" %)(% colspan="1" %) 340 +((( 341 +4.10 Beta 1 342 +)))|(% colspan="2" %)(% colspan="1" %) 343 +((( 344 +**$destructible.productions** replaced with $defensible.productions 345 +))) 346 +|(% colspan="4" %)(% colspan="3" %) 347 +((( 348 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 349 +))) 350 +|((( 351 +Scripts 352 +)))|((( 353 +4.10 Beta 1 354 +)))|(% colspan="2" %)((( 355 +Removed script property **$object.spawnsourceseed** 356 +))) 357 +|(% colspan="4" %)(% colspan="3" %) 358 +((( 359 +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. 360 +))) 361 + 362 +---- 363 + 364 +=== Version 4.00 === 365 + 366 +(% class="table-striped" %) 367 +|(% colspan="1" %)(% colspan="1" %) 368 +((( 369 +UI core 370 +)))|(% colspan="1" %)(% colspan="1" %) 371 +((( 372 +4.00 Beta 10 373 +)))|(% colspan="2" %)(% colspan="1" %) 374 +((( 375 +Controlled ship can change without a **gameplanchange-event** occurring. 376 +))) 377 +|(% colspan="4" %)(% colspan="3" %) 378 +((( 379 +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). 380 +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. 381 +))) 382 +|((( 383 +Scripts 384 +)))|((( 385 +4.00 Beta 7 386 +)))|(% colspan="2" %)((( 387 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 388 +))) 389 +|(% colspan="4" %)(% colspan="3" %) 390 +((( 391 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 392 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 393 +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 394 +))) 395 +|(% colspan="1" %)(% colspan="1" %) 396 +((( 397 +UI core 398 +)))|(% colspan="1" %)(% colspan="1" %) 399 +((( 400 +4.00 Beta 6 401 +)))|(% colspan="2" %)(% colspan="1" %) 402 +((( 403 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 404 +))) 405 +|(% colspan="4" %)(% colspan="3" %) 406 +((( 407 +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. 408 +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). 409 + 410 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 411 +))) 412 +|(% colspan="1" %)(% colspan="1" %) 413 +((( 414 +UI core 415 +)))|(% colspan="1" %)(% colspan="1" %) 416 +((( 417 +4.00 Beta 5 418 +)))|(% colspan="2" %)(% colspan="1" %) 419 +((( 420 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 421 +))) 422 +|(% colspan="4" %)(% colspan="3" %) 423 +((( 424 +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. 425 + 426 +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). 427 +))) 428 +|((( 429 +Parameters 430 +)))|((( 431 +4.00 Beta 1 432 +)))|(% colspan="2" %)((( 433 +**requiresconstructionvessel** parameter moved 434 +))) 435 +|(% colspan="4" %)(% colspan="3" %) 436 +((( 437 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 438 +))) 439 +|((( 440 +Scripts 441 +)))|((( 442 +4.00 Beta 1 443 +)))|(% colspan="2" %)((( 444 +Changed behaviour of **gatedistance** script property 445 +))) 446 +|(% colspan="4" %)(% colspan="3" %) 447 +((( 448 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 449 +))) 450 + 451 +---- 452 + 453 +=== Version 3.30 === 454 + 455 +(% class="table-striped" %) 456 +|((( 457 +UI extensions 458 +)))|((( 459 +3.30 Beta 3 460 +)))|(% colspan="2" %)((( 461 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 462 +))) 463 +|(% colspan="7" %)(% colspan="3" %) 464 +((( 465 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 466 +))) 467 + 468 +---- 469 + 470 +=== Version 3.20 === 471 + 472 +(% class="table-striped" %) 473 +|((( 474 +Scripts 475 +)))|((( 476 +3.20 Beta 1 477 +)))|(% colspan="2" %)((( 478 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 479 +))) 480 +|(% colspan="4" %)(% colspan="3" %) 481 +((( 482 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 483 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 484 +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 485 +))) 486 +|(% colspan="1" %)(% colspan="1" %) 487 +((( 488 +Scripts 489 +)))|(% colspan="1" %)(% colspan="1" %) 490 +((( 491 +3.20 Beta 1 492 +)))|(% colspan="2" %)(% colspan="1" %) 493 +((( 494 +Removed script property $trade.**restriction.faction** 495 +))) 496 +|(% colspan="4" %)(% colspan="3" %) 497 +((( 498 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 499 +))) 500 +|((( 501 +UI extensions 502 +)))|((( 503 +3.20 Beta 1 504 +)))|(% colspan="2" %)((( 505 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 506 +))) 507 +|(% colspan="4" %)(% colspan="3" %) 508 +((( 509 +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. 510 +))) 511 + 512 +---- 513 + 514 +=== Version 3.10 === 515 + 516 +(% class="table-striped" %) 517 +|(% colspan="1" %)(% colspan="1" %) 518 +((( 519 +Scripts 520 +)))|(% colspan="1" %)(% colspan="1" %) 521 +((( 522 +3.10 Beta 1 523 +)))|(% colspan="2" %)(% colspan="1" %) 524 +((( 525 +Removed script action **<add_build/>** 526 +))) 527 +|(% colspan="7" %)(% colspan="3" %) 528 +((( 529 +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. 530 +))) 531 + 532 +---- 533 + 534 +=== Version 3.00 === 535 + 536 +(% class="table-striped" %) 537 +|(% colspan="1" %)(% colspan="1" %) 538 +((( 539 +Scripts 540 +)))|(% colspan="1" %)(% colspan="1" %) 541 +((( 51 51 3.0 Beta 6 543 +)))|(% colspan="2" %)(% colspan="1" %) 544 +((( 545 +Changed behaviour of script action **<get_suitable_job/>** 546 +))) 547 +|(% colspan="4" %)(% colspan="3" %) 548 +((( 549 +<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. 550 +))) 551 +|(% colspan="1" %)(% colspan="1" %) 552 +((( 553 +Scripts 52 52 )))|(% colspan="1" %)(% colspan="1" %) 53 53 ((( 54 -Changed behaviour of script action <get_ware_definition/> 556 +3.0 Beta 6 557 +)))|(% colspan="2" %)(% colspan="1" %) 558 +((( 559 +Changed behaviour of script action **<get_ware_definition/>** 55 55 ))) 56 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)561 +|(% colspan="4" %)(% colspan="3" %) 57 57 ((( 58 - //<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.//563 +<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. 59 59 ))) 60 60 |(% colspan="1" %)(% colspan="1" %) 61 61 ((( ... ... @@ -63,15 +63,15 @@ 63 63 )))|(% colspan="1" %)(% colspan="1" %) 64 64 ((( 65 65 3.0 Beta 5 66 -)))|(% colspan=" 1" %)(% colspan="1" %)571 +)))|(% colspan="2" %)(% colspan="1" %) 67 67 ((( 68 68 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 69 69 ))) 70 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)575 +|(% colspan="4" %)(% colspan="3" %) 71 71 ((( 72 - //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.)\\577 +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.) 73 73 74 - //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).//579 +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). 75 75 ))) 76 76 |(% colspan="1" %)(% colspan="1" %) 77 77 ((( ... ... @@ -79,13 +79,13 @@ 79 79 )))|(% colspan="1" %)(% colspan="1" %) 80 80 ((( 81 81 3.0 Beta 5 82 -)))|(% colspan=" 1" %)(% colspan="1" %)587 +)))|(% colspan="2" %)(% colspan="1" %) 83 83 ((( 84 84 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 85 85 ))) 86 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)591 +|(% colspan="4" %)(% colspan="3" %) 87 87 ((( 88 - //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.//593 +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. 89 89 ))) 90 90 |(% colspan="1" %)(% colspan="1" %) 91 91 ((( ... ... @@ -93,14 +93,14 @@ 93 93 )))|(% colspan="1" %)(% colspan="1" %) 94 94 ((( 95 95 3.0 Beta 5 96 -)))|(% colspan=" 1" %)(% colspan="1" %)601 +)))|(% colspan="2" %)(% colspan="1" %) 97 97 ((( 98 98 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 99 99 ))) 100 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)605 +|(% colspan="4" %)(% colspan="3" %) 101 101 ((( 102 - //Before the change, positions are relative to $dockingbay.parent.103 -After the change, positions are relative to $dockingbay as specified in the documentation. //607 +Before the change, positions are relative to $dockingbay.parent. 608 +After the change, positions are relative to $dockingbay as specified in the documentation. 104 104 ))) 105 105 |(% colspan="1" %)(% colspan="1" %) 106 106 ((( ... ... @@ -108,24 +108,24 @@ 108 108 )))|(% colspan="1" %)(% colspan="1" %) 109 109 ((( 110 110 3.0 Beta 2 111 -)))|(% colspan=" 1" %)(% colspan="1" %)616 +)))|(% colspan="2" %)(% colspan="1" %) 112 112 ((( 113 113 Support for entity flag "**skillsvisible**" dropped 114 114 ))) 115 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)620 +|(% colspan="4" %)(% colspan="3" %) 116 116 ((( 117 - //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().//622 +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(). 118 118 ))) 119 119 |((( 120 120 Scripts 121 121 )))|((( 122 122 3.0 Beta 2 123 -)))|((( 628 +)))|(% colspan="2" %)((( 124 124 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 125 125 ))) 126 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)631 +|(% colspan="4" %)(% colspan="3" %) 127 127 ((( 128 - //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.633 +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. 129 129 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. 130 130 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. 131 131 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). ... ... @@ -136,24 +136,24 @@ 136 136 )))|(% colspan="1" %)(% colspan="1" %) 137 137 ((( 138 138 3.0 Beta 1 139 -)))|(% colspan=" 1" %)(% colspan="1" %)644 +)))|(% colspan="2" %)(% colspan="1" %) 140 140 ((( 141 141 **MissionBoard** support dropped 142 142 ))) 143 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)648 +|(% colspan="4" %)(% colspan="3" %) 144 144 ((( 145 - //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.//650 +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. 146 146 ))) 147 147 |((( 148 148 Job/God 149 149 )))|((( 150 150 3.0 Beta 1 151 -)))|((( 656 +)))|(% colspan="2" %)((( 152 152 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 153 153 ))) 154 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)659 +|(% colspan="4" %)(% colspan="3" %) 155 155 ((( 156 - //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.//661 +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. 157 157 ))) 158 158 |(% colspan="1" %)(% colspan="1" %) 159 159 ((( ... ... @@ -161,13 +161,13 @@ 161 161 )))|(% colspan="1" %)(% colspan="1" %) 162 162 ((( 163 163 3.0 Beta 1 164 -)))|(% colspan=" 1" %)(% colspan="1" %)669 +)))|(% colspan="2" %)(% colspan="1" %) 165 165 ((( 166 166 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 167 167 ))) 168 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)673 +|(% colspan="4" %)(% colspan="3" %) 169 169 ((( 170 - //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.//675 +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. 171 171 ))) 172 172 |(% colspan="1" %)(% colspan="1" %) 173 173 ((( ... ... @@ -175,13 +175,13 @@ 175 175 )))|(% colspan="1" %)(% colspan="1" %) 176 176 ((( 177 177 3.0 Beta 1 178 -)))|(% colspan=" 1" %)(% colspan="1" %)683 +)))|(% colspan="2" %)(% colspan="1" %) 179 179 ((( 180 180 Script action **<set_doors_locked/>** attribute **'group'** changed 181 181 ))) 182 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)687 +|(% colspan="4" %)(% colspan="3" %) 183 183 ((( 184 - //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.//689 +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. 185 185 ))) 186 186 |(% colspan="1" %)(% colspan="1" %) 187 187 ((( ... ... @@ -189,13 +189,13 @@ 189 189 )))|(% colspan="1" %)(% colspan="1" %) 190 190 ((( 191 191 3.0 Beta 1 192 -)))|(% colspan=" 1" %)(% colspan="1" %)697 +)))|(% colspan="2" %)(% colspan="1" %) 193 193 ((( 194 194 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 195 195 ))) 196 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)701 +|(% colspan="4" %)(% colspan="3" %) 197 197 ((( 198 - //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.//703 +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. 199 199 ))) 200 200 |(% colspan="1" %)(% colspan="1" %) 201 201 ((( ... ... @@ -203,13 +203,13 @@ 203 203 )))|(% colspan="1" %)(% colspan="1" %) 204 204 ((( 205 205 3.0 Beta 1 206 -)))|(% colspan=" 1" %)(% colspan="1" %)711 +)))|(% colspan="2" %)(% colspan="1" %) 207 207 ((( 208 208 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 209 209 ))) 210 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)715 +|(% colspan="4" %)(% colspan="3" %) 211 211 ((( 212 - //These actions had no effect and were removed.//717 +These actions had no effect and were removed. 213 213 ))) 214 214 |(% colspan="1" %)(% colspan="1" %) 215 215 ((( ... ... @@ -217,13 +217,13 @@ 217 217 )))|(% colspan="1" %)(% colspan="1" %) 218 218 ((( 219 219 3.0 Beta 1 220 -)))|(% colspan=" 1" %)(% colspan="1" %)725 +)))|(% colspan="2" %)(% colspan="1" %) 221 221 ((( 222 222 **<setup_conversation_minigame/>** 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"%)729 +|(% colspan="4" %)(% colspan="3" %) 225 225 ((( 226 - //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.//731 +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. 227 227 ))) 228 228 |(% colspan="1" %)(% colspan="1" %) 229 229 ((( ... ... @@ -231,13 +231,13 @@ 231 231 )))|(% colspan="1" %)(% colspan="1" %) 232 232 ((( 233 233 3.0 Beta 1 234 -)))|(% colspan=" 1" %)(% colspan="1" %)739 +)))|(% colspan="2" %)(% colspan="1" %) 235 235 ((( 236 236 <add_player_choice_*> **confidence** attribute removed 237 237 ))) 238 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)743 +|(% colspan="4" %)(% colspan="3" %) 239 239 ((( 240 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//745 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 241 241 ))) 242 242 |(% colspan="1" %)(% colspan="1" %) 243 243 ((( ... ... @@ -245,13 +245,13 @@ 245 245 )))|(% colspan="1" %)(% colspan="1" %) 246 246 ((( 247 247 3.0 Beta 1 248 -)))|(% colspan=" 1" %)(% colspan="1" %)753 +)))|(% colspan="2" %)(% colspan="1" %) 249 249 ((( 250 250 **<hack_via_control_panel/>** script action removed 251 251 ))) 252 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)757 +|(% colspan="4" %)(% colspan="3" %) 253 253 ((( 254 - //Unused script action <hack_via_control_panel/> was removed.//759 +Unused script action <hack_via_control_panel/> was removed. 255 255 ))) 256 256 |(% colspan="1" %)(% colspan="1" %) 257 257 ((( ... ... @@ -259,24 +259,24 @@ 259 259 )))|(% colspan="1" %)(% colspan="1" %) 260 260 ((( 261 261 3.0 Beta 1 262 -)))|(% colspan=" 1" %)(% colspan="1" %)767 +)))|(% colspan="2" %)(% colspan="1" %) 263 263 ((( 264 264 **Lua: **GetMiniGameCursorPosition() removed 265 265 ))) 266 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)771 +|(% colspan="4" %)(% colspan="3" %) 267 267 ((( 268 - //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.//773 +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. 269 269 ))) 270 270 |((( 271 271 UI core 272 272 )))|((( 273 273 3.0 Beta 1 274 -)))|((( 779 +)))|(% colspan="2" %)((( 275 275 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 276 276 ))) 277 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)782 +|(% colspan="4" %)(% colspan="3" %) 278 278 ((( 279 - //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.//784 +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. 280 280 ))) 281 281 |(% colspan="1" %)(% colspan="1" %) 282 282 ((( ... ... @@ -284,13 +284,13 @@ 284 284 )))|(% colspan="1" %)(% colspan="1" %) 285 285 ((( 286 286 3.0 Beta 1 287 -)))|(% colspan=" 1" %)(% colspan="1" %)792 +)))|(% colspan="2" %)(% colspan="1" %) 288 288 ((( 289 289 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 290 290 ))) 291 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)796 +|(% colspan="4" %)(% colspan="3" %) 292 292 ((( 293 - //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.//798 +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. 294 294 ))) 295 295 |(% colspan="1" %)(% colspan="1" %) 296 296 ((( ... ... @@ -298,14 +298,14 @@ 298 298 )))|(% colspan="1" %)(% colspan="1" %) 299 299 ((( 300 300 3.0 Beta 1 301 -)))|(% colspan=" 1" %)(% colspan="1" %)806 +)))|(% colspan="2" %)(% colspan="1" %) 302 302 ((( 303 303 **$ware.illegal** updated 304 304 ))) 305 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)810 +|(% colspan="4" %)(% colspan="3" %) 306 306 ((( 307 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//308 - //It now returns true if $ware is illegal to any faction in the game.//812 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 813 +It now returns true if $ware is illegal to any faction in the game. 309 309 ))) 310 310 |(% colspan="1" %)(% colspan="1" %) 311 311 ((( ... ... @@ -313,13 +313,13 @@ 313 313 )))|(% colspan="1" %)(% colspan="1" %) 314 314 ((( 315 315 3.0 Beta 1 316 -)))|(% colspan=" 1" %)(% colspan="1" %)821 +)))|(% colspan="2" %)(% colspan="1" %) 317 317 ((( 318 318 MD script **RML_Flight_Along_Path** removed 319 319 ))) 320 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)825 +|(% colspan="4" %)(% colspan="3" %) 321 321 ((( 322 - //The MD script RML_Flight_Along_Path was not referened and was removed.//827 +The MD script RML_Flight_Along_Path was not referened and was removed. 323 323 ))) 324 324 |(% colspan="1" %)(% colspan="1" %) 325 325 ((( ... ... @@ -327,71 +327,75 @@ 327 327 )))|(% colspan="1" %)(% colspan="1" %) 328 328 ((( 329 329 3.0 Beta 1 330 -)))|(% colspan=" 1" %)(% colspan="1" %)835 +)))|(% colspan="2" %)(% colspan="1" %) 331 331 ((( 332 332 parameters of **<event_venture_mission_completed/>** changed 333 333 ))) 334 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)839 +|(% colspan="4" %)(% colspan="3" %) 335 335 ((( 336 - //old params: param = venture details, param2 = ships involved, param3 = duration//337 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//841 +old params: param = venture details, param2 = ships involved, param3 = duration 842 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 338 338 ))) 339 339 |((( 340 340 Scripts 341 341 )))|((( 342 342 3.0 Beta 1 343 -)))|((( 848 +)))|(% colspan="2" %)((( 344 344 **<set_object_wing_name/>** removed, 345 345 **<set_object_fleet_name/>** added 346 346 ))) 347 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)852 +|(% colspan="4" %)(% colspan="3" %) 348 348 ((( 349 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//854 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 350 350 ))) 351 351 |((( 352 352 Scripts 353 353 )))|((( 354 354 3.0 Beta 1 355 -)))|((( 860 +)))|(% colspan="2" %)((( 356 356 **$controllable.wing.*** removed, 357 357 **$controllable.fleet.*** added 358 358 ))) 359 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)864 +|(% colspan="4" %)(% colspan="3" %) 360 360 ((( 361 361 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 362 362 ))) 363 -|(% colspan="3" %)(% colspan="3" %) 364 -((( 365 -== 2.60 == 366 -))) 868 + 869 +---- 870 + 871 +=== Version 2.60 === 872 + 873 +(% class="table-striped" %) 367 367 |((( 368 368 Scripts 369 369 )))|((( 370 370 2.60 Beta 1 371 -)))|((( 878 +)))|(% colspan="2" %)((( 372 372 '**checkoperational**' filter behaviour changed 373 373 ))) 374 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)881 +|(% colspan="10" %)(% colspan="3" %) 375 375 ((( 376 - //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.//883 +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. 377 377 378 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//885 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 379 379 ))) 380 380 |((( 381 381 Scripts 382 382 )))|((( 383 383 2.60 Beta 1 384 -)))|((( 891 +)))|(% colspan="2" %)((( 385 385 $container.**supplyresources** behavior changed 386 -))) 387 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)893 +)))| | | 894 +|(% colspan="10" %)(% colspan="3" %) 388 388 ((( 389 - //The script keyword $container.supplyresources now includes reserved wares.//896 +The script keyword $container.supplyresources now includes reserved wares. 390 390 ))) 391 -|(% colspan="3" %)(% colspan="3" %) 392 -((( 393 -== 2.20 == 394 -))) 898 + 899 +---- 900 + 901 +=== Version 2.20 === 902 + 903 +(% class="table-striped" %) 395 395 |(% colspan="1" %)(% colspan="1" %) 396 396 ((( 397 397 UI core ... ... @@ -398,17 +398,16 @@ 398 398 )))|(% colspan="1" %)(% colspan="1" %) 399 399 ((( 400 400 2.20 Beta 3/4 401 -)))|(% colspan=" 1" %)(% colspan="1" %)910 +)))|(% colspan="2" %)(% colspan="1" %) 402 402 ((( 403 403 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 404 404 ))) 405 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)914 +|(% colspan="4" %)(% colspan="3" %) 406 406 ((( 407 - //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.408 -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. //916 +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. 917 +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. 409 409 410 -//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. 411 -// 919 +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. 412 412 ))) 413 413 |(% colspan="1" %)(% colspan="1" %) 414 414 ((( ... ... @@ -416,18 +416,20 @@ 416 416 )))|(% colspan="1" %)(% colspan="1" %) 417 417 ((( 418 418 2.20 Beta 3 419 -)))|(% colspan=" 1" %)(% colspan="1" %)927 +)))|(% colspan="2" %)(% colspan="1" %) 420 420 ((( 421 421 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 422 422 ))) 423 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)931 +|(% colspan="4" %)(% colspan="3" %) 424 424 ((( 425 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//933 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 426 426 ))) 427 -|(% colspan="3" %)(% colspan="3" %) 428 -((( 429 -== 2.00 == 430 -))) 935 + 936 +---- 937 + 938 +=== Version 2.00 === 939 + 940 +(% class="table-striped" %) 431 431 |(% colspan="1" %)(% colspan="1" %) 432 432 ((( 433 433 Scripts ... ... @@ -434,13 +434,13 @@ 434 434 )))|(% colspan="1" %)(% colspan="1" %) 435 435 ((( 436 436 2.00 Beta 1 437 -)))|(% colspan=" 1" %)(% colspan="1" %)947 +)))|(% colspan="2" %)(% colspan="1" %) 438 438 ((( 439 439 **<event_build_finished/> **param2 now returns null instead of a construction sequence 440 440 ))) 441 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)951 +|(% colspan="4" %)(% colspan="3" %) 442 442 ((( 443 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//953 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 444 444 ))) 445 445 |(% colspan="1" %)(% colspan="1" %) 446 446 ((( ... ... @@ -448,13 +448,13 @@ 448 448 )))|(% colspan="1" %)(% colspan="1" %) 449 449 ((( 450 450 2.00 Beta 1 451 -)))|(% colspan=" 1" %)(% colspan="1" %)961 +)))|(% colspan="2" %)(% colspan="1" %) 452 452 ((( 453 453 **param.boarding.{...}** strength parameters removed 454 454 ))) 455 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)965 +|(% colspan="4" %)(% colspan="3" %) 456 456 ((( 457 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//967 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 458 458 ))) 459 459 |(% colspan="1" %)(% colspan="1" %) 460 460 ((( ... ... @@ -462,158 +462,160 @@ 462 462 )))|(% colspan="1" %)(% colspan="1" %) 463 463 ((( 464 464 2.00 Beta 1 465 -)))|(% colspan=" 1" %)(% colspan="1" %)975 +)))|(% colspan="2" %)(% colspan="1" %) 466 466 ((( 467 467 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 468 468 ))) 469 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)979 +|(% colspan="4" %)(% colspan="3" %) 470 470 ((( 471 - //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.//981 +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. 472 472 ))) 473 473 |((( 474 474 UI extensions 475 475 )))|((( 476 476 2.00 Beta 1 477 -)))|((( 987 +)))|(% colspan="2" %)((( 478 478 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 479 479 ))) 480 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)990 +|(% colspan="4" %)(% colspan="3" %) 481 481 ((( 482 - //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.//992 +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. 483 483 ))) 484 484 |((( 485 485 UI extensions 486 486 )))|((( 487 487 2.00 Beta 1 488 -)))|((( 998 +)))|(% colspan="2" %)((( 489 489 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 490 490 ))) 491 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1001 +|(% colspan="4" %)(% colspan="3" %) 492 492 ((( 493 - //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.//494 - //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.//1003 +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. 1004 +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. 495 495 ))) 496 496 |((( 497 497 Scripts 498 498 )))|((( 499 499 2.00 Beta 1 500 -)))|((( 1010 +)))|(% colspan="2" %)((( 501 501 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 502 502 ))) 503 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1013 +|(% colspan="4" %)(% colspan="3" %) 504 504 ((( 505 - //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.//1015 +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. 506 506 ))) 507 507 |((( 508 508 Scripts 509 509 )))|((( 510 510 2.00 Beta 1 511 -)))|((( 1021 +)))|(% colspan="2" %)((( 512 512 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 513 513 ))) 514 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1024 +|(% colspan="4" %)(% colspan="3" %) 515 515 ((( 516 - //For prior behavior, check for event.param being non-null.//1026 +For prior behavior, check for event.param being non-null. 517 517 ))) 518 518 |((( 519 519 AI Scripts 520 520 )))|((( 521 521 2.00 Beta 1 522 -)))|((( 1032 +)))|(% colspan="2" %)((( 523 523 **<shoot/>/<shoot_at/>** attribute changes. 524 524 ))) 525 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1035 +|(% colspan="4" %)(% colspan="3" %) 526 526 ((( 527 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//528 - //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.//529 - //New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//1037 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1038 +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. 1039 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 530 530 531 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1041 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 532 532 ))) 533 533 |((( 534 534 UI extensions 535 535 )))|((( 536 536 2.00 Beta 1 537 -)))|((( 538 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. (% class="confluenceTd" %)1047 +)))|(% colspan="2" %)((( 1048 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 539 539 ))) 540 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1050 +|(% colspan="4" %)(% colspan="3" %) 541 541 ((( 542 - //Added possibility to query build tasks of a certain buildmodule.//1052 +Added possibility to query build tasks of a certain buildmodule. 543 543 ))) 544 544 |((( 545 545 UI extensions 546 546 )))|((( 547 547 2.00 Beta 1 548 -)))|((( 1058 +)))|(% colspan="2" %)((( 549 549 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 550 550 ))) 551 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1061 +|(% colspan="4" %)(% colspan="3" %) 552 552 ((( 553 - //Added list of resources a buildmodule needs to build.//1063 +Added list of resources a buildmodule needs to build. 554 554 ))) 555 555 |((( 556 556 UI extensions 557 557 )))|((( 558 558 2.00 Beta 1 559 -)))|((( 560 - (% 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);" %)1069 +)))|(% colspan="2" %)((( 1070 +**Lua: CalculateTotalHullFraction() **was removed. 561 561 ))) 562 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1072 +|(% colspan="4" %)(% colspan="3" %) 563 563 ((( 564 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1074 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 565 565 ))) 566 566 |((( 567 567 UI extensions 568 568 )))|((( 569 569 2.00 Beta 1 570 -)))|((( 571 -**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" %)1080 +)))|(% colspan="2" %)((( 1081 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 572 572 ))) 573 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1083 +|(% colspan="4" %)(% colspan="3" %) 574 574 ((( 575 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1085 +Changed return value type to const char* to better identify failure reasons in Lua script. 576 576 ))) 577 -|(% colspan="3" %)(% colspan="3" %) 578 -((( 579 -== 1.50 == 580 -))) 1087 + 1088 +---- 1089 + 1090 +=== Version 1.50 === 1091 + 1092 +(% class="table-striped" %) 581 581 |((( 582 582 UI extensions 583 583 )))|((( 584 584 1.50 Beta 3 585 -)))|((( 586 -**Lua: GetComponentData() **changed behavior of "docksizes" propert ly.(% class="confluenceTd" %)1097 +)))|(% colspan="2" %)((( 1098 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 587 587 ))) 588 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1100 +|(% colspan="4" %)(% colspan="3" %) 589 589 ((( 590 - //The "docksizes" property no longer includes internal ship storage docks.//1102 +The "docksizes" property no longer includes internal ship storage docks. 591 591 ))) 592 592 |((( 593 593 All 594 594 )))|((( 595 595 1.50 Beta 2 596 -)))|((( 1108 +)))|(% colspan="2" %)((( 597 597 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 598 598 ))) 599 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1111 +|(% colspan="4" %)(% colspan="3" %) 600 600 ((( 601 - //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".//1113 +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". 602 602 603 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//604 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//605 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1115 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1116 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1117 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 606 606 ))) 607 607 |((( 608 608 UI extensions 609 609 )))|((( 610 610 1.50 Beta 2 611 -)))|((( 612 -**FFI: UpgradeGroupInfo **datatype was changed. (% class="confluenceTd" %)1123 +)))|(% colspan="2" %)((( 1124 +**FFI: UpgradeGroupInfo **datatype was changed. 613 613 ))) 614 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1126 +|(% colspan="4" %)(% colspan="3" %) 615 615 ((( 616 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1128 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 617 617 ))) 618 618 |(% colspan="1" %)(% colspan="1" %) 619 619 ((( ... ... @@ -621,55 +621,58 @@ 621 621 )))|(% colspan="1" %)(% colspan="1" %) 622 622 ((( 623 623 1.50 Beta 1 624 -)))|(% colspan=" 1" %)(% colspan="1" %)1136 +)))|(% colspan="2" %)(% colspan="1" %) 625 625 ((( 626 626 **FFI: SetGuidance()** removed useinfopoint argument. 627 627 ))) 628 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1140 +|(% colspan="4" %)(% colspan="3" %) 629 629 ((( 630 -//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. 631 -// 1142 +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. 632 632 633 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1144 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 634 634 ))) 635 635 |((( 636 636 UI extensions 637 637 )))|((( 638 638 1.50 Beta 1 639 -)))|((( 640 -**FFI: CancelConstruction() **changed its return value. (% class="confluenceTd" %)1150 +)))|(% colspan="2" %)((( 1151 +**FFI: CancelConstruction() **changed its return value. 641 641 ))) 642 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1153 +|(% colspan="4" %)(% colspan="3" %) 643 643 ((( 644 - (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful.//1155 +CancelConstruction() now returns if the cancellation was successful. 645 645 ))) 646 -|(% colspan="3" %)(% colspan="3" %) 647 -((( 648 -== 1.32 == 649 -))) 1157 + 1158 +---- 1159 + 1160 +=== Version 1.32 === 1161 + 1162 +(% class="table-striped" %) 650 650 |((( 651 651 UI extensions 652 652 )))|((( 653 653 1.32 654 -)))|((( 1167 +)))|(% colspan="2" %)((( 655 655 **Lua: GetComponentData() **removed the "nextdestname" property. 656 656 ))) 657 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1170 +|(% colspan="4" %)(% colspan="3" %) 658 658 ((( 659 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1172 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 660 660 ))) 661 -|(% colspan="3" %)(% colspan="3" %) 662 -((( 663 -== 1.20 == 664 -))) 1174 + 1175 +---- 1176 + 1177 +=== Version 1.20 === 1178 + 1179 +(% class="table-striped" %) 665 665 |((( 666 666 UI extensions 667 667 )))|((( 668 668 1.20 669 -)))|((( 670 -**FFI: GetAAOption()** got a new "useconfig" parameter. (% class="confluenceTd" %)1184 +)))|(% colspan="2" %)((( 1185 +**FFI: GetAAOption()** got a new "useconfig" parameter. 671 671 ))) 672 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1187 +|(% colspan="4" %)(% colspan="3" %) 673 673 ((( 674 -//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.//1189 +//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.// 675 675 )))
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... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91030334/Breaking Changes