Changes for page Breaking Changes

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

From version 58.1
edited by owen
on 2020/04/03 17:40
Change comment: Added <add_build/> change documentation
To version 46.1
edited by michael
on 2019/11/20 10:21
Change comment: correct event and parameter names

Summary

Details

Page properties
Author
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1 -xwiki:XWiki.owen
1 +xwiki:XWiki.michael
Content
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27 27  )))
28 28  |(% colspan="3" %)(% colspan="3" %)
29 29  (((
30 -== 3.10 ==
31 -)))
32 -|(% colspan="1" %)(% colspan="1" %)
33 -(((
34 -Scripts
35 -)))|(% colspan="1" %)(% colspan="1" %)
36 -(((
37 -3.10 Beta 1
38 -)))|(% colspan="1" %)(% colspan="1" %)
39 -(((
40 -Removed script action <add_build/>
41 -)))
42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 -(((
44 -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.
45 -)))
46 -|(% colspan="3" %)(% colspan="3" %)
47 -(((
48 48  == 3.00 ==
49 49  )))
50 50  |(% colspan="1" %)(% colspan="1" %)
51 51  (((
52 -Scripts
53 -)))|(% colspan="1" %)(% colspan="1" %)
54 -(((
55 -3.0 Beta 6
56 -)))|(% colspan="1" %)(% colspan="1" %)
57 -(((
58 -Changed behaviour of script action <get_suitable_job/>
59 -)))
60 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
61 -(((
62 -<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.
63 -)))
64 -|(% colspan="1" %)(% colspan="1" %)
65 -(((
66 -Scripts
67 -)))|(% colspan="1" %)(% colspan="1" %)
68 -(((
69 -3.0 Beta 6
70 -)))|(% colspan="1" %)(% colspan="1" %)
71 -(((
72 -Changed behaviour of script action <get_ware_definition/>
73 -)))
74 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
75 -(((
76 -//<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.//
77 -)))
78 -|(% colspan="1" %)(% colspan="1" %)
79 -(((
80 80  Global
81 81  )))|(% colspan="1" %)(% colspan="1" %)
82 82  (((
83 -3.0 Beta 5
84 -)))|(% colspan="1" %)(% colspan="1" %)
85 -(((
86 -Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
87 -)))
88 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
89 -(((
90 -//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.)\\
91 -
92 -//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).//
93 -)))
94 -|(% colspan="1" %)(% colspan="1" %)
95 -(((
96 -Scripts
97 -)))|(% colspan="1" %)(% colspan="1" %)
98 -(((
99 -3.0 Beta 5
100 -)))|(% colspan="1" %)(% colspan="1" %)
101 -(((
102 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
103 -)))
104 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
105 -(((
106 -//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.//
107 -)))
108 -|(% colspan="1" %)(% colspan="1" %)
109 -(((
110 -Scripts
111 -)))|(% colspan="1" %)(% colspan="1" %)
112 -(((
113 -3.0 Beta 5
114 -)))|(% colspan="1" %)(% colspan="1" %)
115 -(((
116 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
117 -)))
118 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
119 -(((
120 -//Before the change, positions are relative to $dockingbay.parent.
121 -After the change, positions are relative to $dockingbay as specified in the documentation.//
122 -)))
123 -|(% colspan="1" %)(% colspan="1" %)
124 -(((
125 -Global
126 -)))|(% colspan="1" %)(% colspan="1" %)
127 -(((
128 128  3.0 Beta 2
129 129  )))|(% colspan="1" %)(% colspan="1" %)
130 130  (((
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143 143  )))
144 144  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
145 145  (((
146 -//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.
55 +//Before 3.0 Beta 2 there was just a single event_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.
147 147  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.
148 -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.
149 -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).
57 +If in your scripts you make use of the event_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.
58 +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).//
150 150  )))
151 151  |(% colspan="1" %)(% colspan="1" %)
152 152  (((
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156 156  3.0 Beta 1
157 157  )))|(% colspan="1" %)(% colspan="1" %)
158 158  (((
159 -**MissionBoard** support dropped
68 +MissionBoard support dropped
160 160  )))
161 161  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
162 162  (((
163 -//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.//
72 +//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.//
164 164  )))
165 -|(((
166 -Job/God
167 -)))|(((
168 -3.0 Beta 1
169 -)))|(((
170 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
171 -)))
172 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
173 -(((
174 -//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.//
175 -)))
176 176  |(% colspan="1" %)(% colspan="1" %)
177 177  (((
178 178  Scripts
Confluence.Code.ConfluencePageClass[0]
id
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1 -91947405
1 +88346135
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91947405/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/88346135/Breaking Changes