Changes for page Breaking Changes

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

From version 60.1
edited by cbj
on 2020/04/27 18:17
Change comment: There is no comment for this version
To version 151.1
edited by Matthias Haan
on 2026/03/04 13:59
Change comment: There is no comment for this version

Summary

Details

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1 +X4 Foundations Wiki.Modding Support.WebHome
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1 -xwiki:XWiki.cbj
1 +xwiki:XWiki.Matthias
Content
... ... @@ -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 -{{note}}
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 -{{/note}}
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.
... ... @@ -18,34 +18,542 @@
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 9.00 ===
24 +
25 +(% class="table-striped" %)
26 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**All collision shapes need to be re-converted**
27 +|(% colspan="6" style="width:117px" %)(((
28 +Due to an update of the Jolt physics engine all .jcs files have become incompatible and need to be re-created using the latest XUConverter.exe.
29 +
30 +**IMPORTANT**: The newly created .jcs files will also be incompatible with earlier versions of the game. We have provided a legacy version of the converter that can be used to generate files compatible with legacy versions of the game.
27 27  )))
28 -|(% colspan="3" %)(% colspan="3" %)
32 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Replaced **standard** tag on small and medium ships with **advanced** tag.
33 +|(% colspan="6" style="width:117px" %)The advanced tag encodes the new weapon and turret sizes for small and medium ships.
34 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Resized small and medium surface elements and integrated engines and shields into the ships.
35 +|(% colspan="6" style="width:117px" %)The assets are now aligned with the setup started with the Boron DLC. There are no visual modular meshes for shields and engines on the exterior on the ship any more. Turrets are now visually integrated into the ships hull.
36 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>**
37 +|(% colspan="6" style="width:117px" %)Removed for performance reasons
38 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Added **overheatcooldelay** property to **<heat>** of weapons, changed functionality of **cooldelay**
39 +|(% colspan="6" style="width:117px" %)**cooldelay** now optionally defines a delay between firing a non-overheating shot and the cooldown starting, **overheatcooldelay** is an additional penalty delay when the weapon overheats.
40 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed script action **<get_highest_resource_yield>**
41 +|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**.
42 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<find_asteroid_in_cluster>** and **<find_recyclable_in_cluster>**
43 +|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead.
44 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>**
45 +|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node.
46 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<resources>** or **<scaneffect> **nodes
47 +|(% colspan="6" style="width:117px" %)Instead of defining resources in regions, they're now defined via resource areas in sectors (see **mapdefaults.xml** and **resourceyields.xml**). Regions can still have some control by defining **<allowedyields>**.
48 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**regionyields.xml** has a completely different structure
49 +|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**).
50 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds**
51 +|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00.
52 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>**
53 +|(% colspan="6" style="width:117px" %)(((
54 +The flags attribute is no longer available in the MD action <add_blueprints>
55 +)))
56 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events
57 +|(% colspan="6" style="width:117px" %)Script events <event_build_started> and <event_player_build_started> no longer receive the construction sequence via param2. param2 will now yield null. Query the sequence via the param3 buildtask instead.
58 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro
59 +|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties
60 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**constructionplan **attribute now required for **<add_build_to_expand_station>**
61 +|(% colspan="6" style="width:117px" %)The constructionplan attribute for the <add_build_to_expand_station> action is no longer optional. Past behaviour when omitted was for the station to recycle down to nothing. Use new script action <add_build_to_recycle_station> instead.
62 +
63 +=== Version 8.00 ===
64 +
65 +(% class="table-striped" %)
66 +|(% 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>**
67 +|(% colspan="6" style="width:117px" %)(((
68 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
69 +)))
70 +|(% 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**
71 +|(% 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.
72 +|(% 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**
73 +|(% 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).
74 +|(% 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**
75 +|(% 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.
76 +|(% 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
77 +|(% 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.
78 +
79 +=== Version 7.50 ===
80 +
81 +(% class="table-striped" %)
82 +|(% 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)
83 +|(% colspan="4" style="width:117px" %)(((
84 +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.
85 +)))
86 +|(% 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**
87 +|(% colspan="7" style="width:117px" %)(((
88 +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.
89 +)))
90 +
91 +=== Version 7.00 ===
92 +
93 +
94 +(% class="table-striped" %)
95 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
96 +|(% 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.
97 +|(% 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**
98 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
99 +|(% 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
100 +|(% colspan="4" style="width:117px" %)(((
101 +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.
102 +)))
103 +|(% 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.
104 +|(% colspan="4" style="width:117px" %)(((
105 +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.**
106 +)))
107 +|(% 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.
108 +|(% colspan="4" style="width:117px" %)(((
109 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference
110 +)))
111 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
29 29  (((
30 -== 3.20 ==
113 +Scripts
114 +)))|(% colspan="1" style="width:119px" %)(((
115 +7.00 Beta 1
116 +)))|(% colspan="2" style="width:1625px" %)(((
117 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
31 31  )))
119 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
120 +(((
121 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.
122 +)))
123 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
124 +(((
125 +UI extensions
126 +)))|(% colspan="1" style="width:119px" %)(((
127 +7.00 Beta 1
128 +)))|(% colspan="2" style="width:1625px" %)(((
129 +**FFI**: RemoveBuildPlot() changed
130 +)))
131 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
132 +(((
133 + 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.
134 +)))
135 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
136 +(((
137 +Assets
138 +)))|(% colspan="1" style="width:119px" %)(((
139 +7.00 Beta 1
140 +)))|(% colspan="2" style="width:1625px" %)(((
141 +**Some Split DLC materials moved to base game**
142 +)))
143 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
144 +(((
145 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
146 +)))
147 +
148 +=== Version 6.00 ===
149 +
150 +(% class="table-striped" %)
32 32  |(((
152 +Libraries
153 +)))|(((
154 +6.00 Beta 7
155 +)))|(% colspan="2" %)(((
156 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
157 +)))
158 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
159 +(((
160 +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.
161 +
162 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.
163 +)))
164 +|(% colspan="1" %)(% colspan="1" %)
165 +(((
33 33  Scripts
167 +)))|(% colspan="1" %)(% colspan="1" %)
168 +(((
169 +6.00 Beta 4
170 +)))|(% colspan="2" %)(% colspan="1" %)
171 +(((
172 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
173 +)))
174 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
175 +(((
176 +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.
177 +
178 +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.
179 +)))
180 +|(% colspan="1" %)(% colspan="1" %)
181 +(((
182 +Scripts
183 +)))|(% colspan="1" %)(% colspan="1" %)
184 +(((
185 +6.00 Beta 3
186 +)))|(% colspan="2" %)(% colspan="1" %)
187 +(((
188 +Changed result of **<find_object_surface>** action in the case of a failure
189 +)))
190 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
191 +(((
192 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.
193 +
194 +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.
195 +
196 +The action itself has been improved to increase the chance of finding suitable surface positions.
197 +)))
198 +|(% colspan="1" %)(% colspan="1" %)
199 +(((
200 +Scripts
201 +)))|(% colspan="1" %)(% colspan="1" %)
202 +(((
203 +6.00 Beta 1
204 +)))|(% colspan="2" %)(% colspan="1" %)
205 +(((
206 +Behaviour change for **<match_dock>** script component filter
207 +)))
208 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
209 +(((
210 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
211 +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.
212 +)))
213 +|(% colspan="1" %)(% colspan="1" %)
214 +(((
215 +Scripts
216 +)))|(% colspan="1" %)(% colspan="1" %)
217 +(((
218 +6.00 Beta 1
219 +)))|(% colspan="2" %)(% colspan="1" %)
220 +(((
221 +Changed result attribute location for **<get_attackstrength>**
222 +)))
223 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
224 +(((
225 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.
226 +)))
227 +|(((
228 +Assets
34 34  )))|(((
35 -3.20 Beta 1
230 +6.00 Beta 1
231 +)))|(% colspan="2" %)(((
232 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
233 +)))
234 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
235 +(((
236 +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.
237 +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.
238 +)))
239 +|(% colspan="1" %)(% colspan="1" %)
240 +(((
241 +Scripts
242 +)))|(% colspan="1" %)(% colspan="1" %)
243 +(((
244 +6.00 Beta 1
245 +)))|(% colspan="2" %)(% colspan="1" %)
246 +(((
247 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
248 +)))
249 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
250 +(((
251 +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.
252 +)))
253 +|(((
254 +Scripts
36 36  )))|(((
256 +6.00 Beta 1
257 +)))|(% colspan="2" %)(((
258 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
259 +)))
260 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
261 +(((
262 +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.
263 +)))
264 +|(((
265 +Cutscenes
266 +)))|(((
267 +6.00 Beta 1
268 +)))|(% colspan="2" %)(((
269 +Changed behaviour of **<angles>** in cutscenes
270 +)))
271 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
272 +(((
273 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
274 +)))
275 +
276 +----
277 +
278 +=== Version 5.00 ===
279 +
280 +(% class="table-striped" %)
281 +|(((
282 +Parameters
283 +)))|(((
284 +5.00 Beta 1
285 +)))|(% colspan="2" %)(((
286 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
287 +)))
288 +|(% colspan="7" %)(% colspan="3" %)
289 +(((
290 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.
291 +)))
292 +
293 +----
294 +
295 +=== Version 4.10 ===
296 +
297 +(% class="table-striped" %)
298 +|(% colspan="1" %)(% colspan="1" %)
299 +(((
300 +UI extensions
301 +)))|(% colspan="1" %)(% colspan="1" %)
302 +(((
303 +4.10 Beta 7
304 +)))|(% colspan="2" %)(% colspan="1" %)
305 +(((
306 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
307 +)))
308 +|(% colspan="4" %)(% colspan="3" %)
309 +(((
310 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.
311 +)))
312 +|(% colspan="1" %)(% colspan="1" %)
313 +(((
314 +UI extensions
315 +)))|(% colspan="1" %)(% colspan="1" %)
316 +(((
317 +4.10 Beta 6
318 +)))|(% colspan="2" %)(% colspan="1" %)
319 +(((
320 +**FFI**: CustomGameStartPlayerProperty2 changed
321 +)))
322 +|(% colspan="4" %)(% colspan="3" %)
323 +(((
324 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.
325 +)))
326 +|(% colspan="1" %)(% colspan="1" %)
327 +(((
328 +Parameters
329 +)))|(% colspan="1" %)(% colspan="1" %)
330 +(((
331 +4.10 Beta 3
332 +)))|(% colspan="2" %)(% colspan="1" %)
333 +(((
334 +Renamed **<stationinfobox>** to **<infobox>**
335 +)))
336 +|(% colspan="4" %)(% colspan="3" %)
337 +(((
338 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.
339 +)))
340 +|(% colspan="1" %)(% colspan="1" %)
341 +(((
342 +UI extensions
343 +)))|(% colspan="1" %)(% colspan="1" %)
344 +(((
345 +4.10 Beta 2
346 +)))|(% colspan="2" %)(% colspan="1" %)
347 +(((
348 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
349 +)))
350 +|(% colspan="4" %)(% colspan="3" %)
351 +(((
352 +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.
353 +)))
354 +|(((
355 +UI extensions
356 +)))|(((
357 +4.10 Beta 2
358 +)))|(% colspan="2" %)(((
359 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
360 +)))
361 +|(% colspan="4" %)(% colspan="3" %)
362 +(((
363 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.
364 +)))
365 +|(((
366 +Scripts
367 +)))|(((
368 +4.10 Beta 1
369 +)))|(% colspan="2" %)(((
370 +People related attributes of mission** <delivery> **node moved
371 +)))
372 +|(% colspan="4" %)(% colspan="3" %)
373 +(((
374 +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.
375 +)))
376 +|(% colspan="1" %)(% colspan="1" %)
377 +(((
378 +Scripts
379 +)))|(% colspan="1" %)(% colspan="1" %)
380 +(((
381 +4.10 Beta 1
382 +)))|(% colspan="2" %)(% colspan="1" %)
383 +(((
384 +**$destructible.productions** replaced with $defensible.productions
385 +)))
386 +|(% colspan="4" %)(% colspan="3" %)
387 +(((
388 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.
389 +)))
390 +|(((
391 +Scripts
392 +)))|(((
393 +4.10 Beta 1
394 +)))|(% colspan="2" %)(((
395 +Removed script property **$object.spawnsourceseed**
396 +)))
397 +|(% colspan="4" %)(% colspan="3" %)
398 +(((
399 +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.
400 +)))
401 +
402 +----
403 +
404 +=== Version 4.00 ===
405 +
406 +(% class="table-striped" %)
407 +|(% colspan="1" %)(% colspan="1" %)
408 +(((
409 +UI core
410 +)))|(% colspan="1" %)(% colspan="1" %)
411 +(((
412 +4.00 Beta 10
413 +)))|(% colspan="2" %)(% colspan="1" %)
414 +(((
415 +Controlled ship can change without a **gameplanchange-event** occurring.
416 +)))
417 +|(% colspan="4" %)(% colspan="3" %)
418 +(((
419 +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).
420 +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.
421 +)))
422 +|(((
423 +Scripts
424 +)))|(((
425 +4.00 Beta 7
426 +)))|(% colspan="2" %)(((
427 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
428 +)))
429 +|(% colspan="4" %)(% colspan="3" %)
430 +(((
431 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
432 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
433 +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
434 +)))
435 +|(% colspan="1" %)(% colspan="1" %)
436 +(((
437 +UI core
438 +)))|(% colspan="1" %)(% colspan="1" %)
439 +(((
440 +4.00 Beta 6
441 +)))|(% colspan="2" %)(% colspan="1" %)
442 +(((
443 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
444 +)))
445 +|(% colspan="4" %)(% colspan="3" %)
446 +(((
447 +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.
448 +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).
449 +
450 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
451 +)))
452 +|(% colspan="1" %)(% colspan="1" %)
453 +(((
454 +UI core
455 +)))|(% colspan="1" %)(% colspan="1" %)
456 +(((
457 +4.00 Beta 5
458 +)))|(% colspan="2" %)(% colspan="1" %)
459 +(((
460 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
461 +)))
462 +|(% colspan="4" %)(% colspan="3" %)
463 +(((
464 +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.
465 +
466 +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).
467 +)))
468 +|(((
469 +Parameters
470 +)))|(((
471 +4.00 Beta 1
472 +)))|(% colspan="2" %)(((
473 +**requiresconstructionvessel** parameter moved
474 +)))
475 +|(% colspan="4" %)(% colspan="3" %)
476 +(((
477 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.
478 +)))
479 +|(((
480 +Scripts
481 +)))|(((
482 +4.00 Beta 1
483 +)))|(% colspan="2" %)(((
484 +Changed behaviour of **gatedistance** script property
485 +)))
486 +|(% colspan="4" %)(% colspan="3" %)
487 +(((
488 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.
489 +)))
490 +
491 +----
492 +
493 +=== Version 3.30 ===
494 +
495 +(% class="table-striped" %)
496 +|(((
497 +UI extensions
498 +)))|(((
499 +3.30 Beta 3
500 +)))|(% colspan="2" %)(((
501 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
502 +)))
503 +|(% colspan="7" %)(% colspan="3" %)
504 +(((
505 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()
506 +)))
507 +
508 +----
509 +
510 +=== Version 3.20 ===
511 +
512 +(% class="table-striped" %)
513 +|(((
514 +Scripts
515 +)))|(((
516 +3.20 Beta 1
517 +)))|(% colspan="2" %)(((
37 37  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
38 38  )))
39 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
520 +|(% colspan="4" %)(% colspan="3" %)
40 40  (((
41 -//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
42 -//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
43 -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//
522 +Old params: param = attacked object, param2 = attack method, param3 = attacked component
523 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
524 +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
44 44  )))
45 -|(% colspan="3" %)(% colspan="3" %)
526 +|(% colspan="1" %)(% colspan="1" %)
46 46  (((
47 -== 3.10 ==
528 +Scripts
529 +)))|(% colspan="1" %)(% colspan="1" %)
530 +(((
531 +3.20 Beta 1
532 +)))|(% colspan="2" %)(% colspan="1" %)
533 +(((
534 +Removed script property $trade.**restriction.faction**
48 48  )))
536 +|(% colspan="4" %)(% colspan="3" %)
537 +(((
538 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.
539 +)))
540 +|(((
541 +UI extensions
542 +)))|(((
543 +3.20 Beta 1
544 +)))|(% colspan="2" %)(((
545 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
546 +)))
547 +|(% colspan="4" %)(% colspan="3" %)
548 +(((
549 +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.
550 +)))
551 +
552 +----
553 +
554 +=== Version 3.10 ===
555 +
556 +(% class="table-striped" %)
49 49  |(% colspan="1" %)(% colspan="1" %)
50 50  (((
51 51  Scripts
... ... @@ -52,18 +52,20 @@
52 52  )))|(% colspan="1" %)(% colspan="1" %)
53 53  (((
54 54  3.10 Beta 1
55 -)))|(% colspan="1" %)(% colspan="1" %)
563 +)))|(% colspan="2" %)(% colspan="1" %)
56 56  (((
57 57  Removed script action **<add_build/>**
58 58  )))
59 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
567 +|(% colspan="7" %)(% colspan="3" %)
60 60  (((
61 61  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.
62 62  )))
63 -|(% colspan="3" %)(% colspan="3" %)
64 -(((
65 -== 3.00 ==
66 -)))
571 +
572 +----
573 +
574 +=== Version 3.00 ===
575 +
576 +(% class="table-striped" %)
67 67  |(% colspan="1" %)(% colspan="1" %)
68 68  (((
69 69  Scripts
... ... @@ -70,11 +70,11 @@
70 70  )))|(% colspan="1" %)(% colspan="1" %)
71 71  (((
72 72  3.0 Beta 6
73 -)))|(% colspan="1" %)(% colspan="1" %)
583 +)))|(% colspan="2" %)(% colspan="1" %)
74 74  (((
75 75  Changed behaviour of script action **<get_suitable_job/>**
76 76  )))
77 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
587 +|(% colspan="4" %)(% colspan="3" %)
78 78  (((
79 79  <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.
80 80  )))
... ... @@ -84,13 +84,13 @@
84 84  )))|(% colspan="1" %)(% colspan="1" %)
85 85  (((
86 86  3.0 Beta 6
87 -)))|(% colspan="1" %)(% colspan="1" %)
597 +)))|(% colspan="2" %)(% colspan="1" %)
88 88  (((
89 89  Changed behaviour of script action **<get_ware_definition/>**
90 90  )))
91 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
601 +|(% colspan="4" %)(% colspan="3" %)
92 92  (((
93 -//<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.//
603 +<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.
94 94  )))
95 95  |(% colspan="1" %)(% colspan="1" %)
96 96  (((
... ... @@ -98,15 +98,15 @@
98 98  )))|(% colspan="1" %)(% colspan="1" %)
99 99  (((
100 100  3.0 Beta 5
101 -)))|(% colspan="1" %)(% colspan="1" %)
611 +)))|(% colspan="2" %)(% colspan="1" %)
102 102  (((
103 103  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
104 104  )))
105 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
615 +|(% colspan="4" %)(% colspan="3" %)
106 106  (((
107 -//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.)\\
617 +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.)
108 108  
109 -//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).//
619 +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).
110 110  )))
111 111  |(% colspan="1" %)(% colspan="1" %)
112 112  (((
... ... @@ -114,13 +114,13 @@
114 114  )))|(% colspan="1" %)(% colspan="1" %)
115 115  (((
116 116  3.0 Beta 5
117 -)))|(% colspan="1" %)(% colspan="1" %)
627 +)))|(% colspan="2" %)(% colspan="1" %)
118 118  (((
119 119  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
120 120  )))
121 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
631 +|(% colspan="4" %)(% colspan="3" %)
122 122  (((
123 -//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.//
633 +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.
124 124  )))
125 125  |(% colspan="1" %)(% colspan="1" %)
126 126  (((
... ... @@ -128,14 +128,14 @@
128 128  )))|(% colspan="1" %)(% colspan="1" %)
129 129  (((
130 130  3.0 Beta 5
131 -)))|(% colspan="1" %)(% colspan="1" %)
641 +)))|(% colspan="2" %)(% colspan="1" %)
132 132  (((
133 133  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
134 134  )))
135 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
645 +|(% colspan="4" %)(% colspan="3" %)
136 136  (((
137 -//Before the change, positions are relative to $dockingbay.parent.
138 -After the change, positions are relative to $dockingbay as specified in the documentation.//
647 +Before the change, positions are relative to $dockingbay.parent.
648 +After the change, positions are relative to $dockingbay as specified in the documentation.
139 139  )))
140 140  |(% colspan="1" %)(% colspan="1" %)
141 141  (((
... ... @@ -143,24 +143,24 @@
143 143  )))|(% colspan="1" %)(% colspan="1" %)
144 144  (((
145 145  3.0 Beta 2
146 -)))|(% colspan="1" %)(% colspan="1" %)
656 +)))|(% colspan="2" %)(% colspan="1" %)
147 147  (((
148 148  Support for entity flag "**skillsvisible**" dropped
149 149  )))
150 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
660 +|(% colspan="4" %)(% colspan="3" %)
151 151  (((
152 -//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().//
662 +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().
153 153  )))
154 154  |(((
155 155  Scripts
156 156  )))|(((
157 157  3.0 Beta 2
158 -)))|(((
668 +)))|(% colspan="2" %)(((
159 159  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
160 160  )))
161 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
671 +|(% colspan="4" %)(% colspan="3" %)
162 162  (((
163 -//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.
673 +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.
164 164  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.
165 165  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.
166 166  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).
... ... @@ -171,24 +171,24 @@
171 171  )))|(% colspan="1" %)(% colspan="1" %)
172 172  (((
173 173  3.0 Beta 1
174 -)))|(% colspan="1" %)(% colspan="1" %)
684 +)))|(% colspan="2" %)(% colspan="1" %)
175 175  (((
176 176  **MissionBoard** support dropped
177 177  )))
178 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
688 +|(% colspan="4" %)(% colspan="3" %)
179 179  (((
180 -//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.//
690 +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.
181 181  )))
182 182  |(((
183 183  Job/God
184 184  )))|(((
185 185  3.0 Beta 1
186 -)))|(((
696 +)))|(% colspan="2" %)(((
187 187  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
188 188  )))
189 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
699 +|(% colspan="4" %)(% colspan="3" %)
190 190  (((
191 -//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.//
701 +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.
192 192  )))
193 193  |(% colspan="1" %)(% colspan="1" %)
194 194  (((
... ... @@ -196,13 +196,13 @@
196 196  )))|(% colspan="1" %)(% colspan="1" %)
197 197  (((
198 198  3.0 Beta 1
199 -)))|(% colspan="1" %)(% colspan="1" %)
709 +)))|(% colspan="2" %)(% colspan="1" %)
200 200  (((
201 201  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
202 202  )))
203 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
713 +|(% colspan="4" %)(% colspan="3" %)
204 204  (((
205 -//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.//
715 +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.
206 206  )))
207 207  |(% colspan="1" %)(% colspan="1" %)
208 208  (((
... ... @@ -210,13 +210,13 @@
210 210  )))|(% colspan="1" %)(% colspan="1" %)
211 211  (((
212 212  3.0 Beta 1
213 -)))|(% colspan="1" %)(% colspan="1" %)
723 +)))|(% colspan="2" %)(% colspan="1" %)
214 214  (((
215 215  Script action **<set_doors_locked/>** attribute **'group'** changed
216 216  )))
217 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
727 +|(% colspan="4" %)(% colspan="3" %)
218 218  (((
219 -//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.//
729 +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.
220 220  )))
221 221  |(% colspan="1" %)(% colspan="1" %)
222 222  (((
... ... @@ -224,13 +224,13 @@
224 224  )))|(% colspan="1" %)(% colspan="1" %)
225 225  (((
226 226  3.0 Beta 1
227 -)))|(% colspan="1" %)(% colspan="1" %)
737 +)))|(% colspan="2" %)(% colspan="1" %)
228 228  (((
229 229  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
230 230  )))
231 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
741 +|(% colspan="4" %)(% colspan="3" %)
232 232  (((
233 -//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.//
743 +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.
234 234  )))
235 235  |(% colspan="1" %)(% colspan="1" %)
236 236  (((
... ... @@ -238,13 +238,13 @@
238 238  )))|(% colspan="1" %)(% colspan="1" %)
239 239  (((
240 240  3.0 Beta 1
241 -)))|(% colspan="1" %)(% colspan="1" %)
751 +)))|(% colspan="2" %)(% colspan="1" %)
242 242  (((
243 243  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
244 244  )))
245 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
755 +|(% colspan="4" %)(% colspan="3" %)
246 246  (((
247 -//These actions had no effect and were removed.//
757 +These actions had no effect and were removed.
248 248  )))
249 249  |(% colspan="1" %)(% colspan="1" %)
250 250  (((
... ... @@ -252,13 +252,13 @@
252 252  )))|(% colspan="1" %)(% colspan="1" %)
253 253  (((
254 254  3.0 Beta 1
255 -)))|(% colspan="1" %)(% colspan="1" %)
765 +)))|(% colspan="2" %)(% colspan="1" %)
256 256  (((
257 257  **<setup_conversation_minigame/>** script action removed
258 258  )))
259 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
769 +|(% colspan="4" %)(% colspan="3" %)
260 260  (((
261 -//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.//
771 +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.
262 262  )))
263 263  |(% colspan="1" %)(% colspan="1" %)
264 264  (((
... ... @@ -266,13 +266,13 @@
266 266  )))|(% colspan="1" %)(% colspan="1" %)
267 267  (((
268 268  3.0 Beta 1
269 -)))|(% colspan="1" %)(% colspan="1" %)
779 +)))|(% colspan="2" %)(% colspan="1" %)
270 270  (((
271 271  <add_player_choice_*> **confidence** attribute removed
272 272  )))
273 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
783 +|(% colspan="4" %)(% colspan="3" %)
274 274  (((
275 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
785 +The default confidence of player options is another leftover from the XR era and had no effect in X4.
276 276  )))
277 277  |(% colspan="1" %)(% colspan="1" %)
278 278  (((
... ... @@ -280,13 +280,13 @@
280 280  )))|(% colspan="1" %)(% colspan="1" %)
281 281  (((
282 282  3.0 Beta 1
283 -)))|(% colspan="1" %)(% colspan="1" %)
793 +)))|(% colspan="2" %)(% colspan="1" %)
284 284  (((
285 285  **<hack_via_control_panel/>** script action removed
286 286  )))
287 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
797 +|(% colspan="4" %)(% colspan="3" %)
288 288  (((
289 -//Unused script action <hack_via_control_panel/> was removed.//
799 +Unused script action <hack_via_control_panel/> was removed.
290 290  )))
291 291  |(% colspan="1" %)(% colspan="1" %)
292 292  (((
... ... @@ -294,24 +294,24 @@
294 294  )))|(% colspan="1" %)(% colspan="1" %)
295 295  (((
296 296  3.0 Beta 1
297 -)))|(% colspan="1" %)(% colspan="1" %)
807 +)))|(% colspan="2" %)(% colspan="1" %)
298 298  (((
299 299  **Lua: **GetMiniGameCursorPosition() removed
300 300  )))
301 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
811 +|(% colspan="4" %)(% colspan="3" %)
302 302  (((
303 -//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.//
813 +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.
304 304  )))
305 305  |(((
306 306  UI core
307 307  )))|(((
308 308  3.0 Beta 1
309 -)))|(((
819 +)))|(% colspan="2" %)(((
310 310  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
311 311  )))
312 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
822 +|(% colspan="4" %)(% colspan="3" %)
313 313  (((
314 -//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.//
824 +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.
315 315  )))
316 316  |(% colspan="1" %)(% colspan="1" %)
317 317  (((
... ... @@ -319,13 +319,13 @@
319 319  )))|(% colspan="1" %)(% colspan="1" %)
320 320  (((
321 321  3.0 Beta 1
322 -)))|(% colspan="1" %)(% colspan="1" %)
832 +)))|(% colspan="2" %)(% colspan="1" %)
323 323  (((
324 324  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
325 325  )))
326 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
836 +|(% colspan="4" %)(% colspan="3" %)
327 327  (((
328 -//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.//
838 +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.
329 329  )))
330 330  |(% colspan="1" %)(% colspan="1" %)
331 331  (((
... ... @@ -333,14 +333,14 @@
333 333  )))|(% colspan="1" %)(% colspan="1" %)
334 334  (((
335 335  3.0 Beta 1
336 -)))|(% colspan="1" %)(% colspan="1" %)
846 +)))|(% colspan="2" %)(% colspan="1" %)
337 337  (((
338 338  **$ware.illegal** updated
339 339  )))
340 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
850 +|(% colspan="4" %)(% colspan="3" %)
341 341  (((
342 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
343 -//It now returns true if $ware is illegal to any faction in the game.//
852 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
853 +It now returns true if $ware is illegal to any faction in the game.
344 344  )))
345 345  |(% colspan="1" %)(% colspan="1" %)
346 346  (((
... ... @@ -348,13 +348,13 @@
348 348  )))|(% colspan="1" %)(% colspan="1" %)
349 349  (((
350 350  3.0 Beta 1
351 -)))|(% colspan="1" %)(% colspan="1" %)
861 +)))|(% colspan="2" %)(% colspan="1" %)
352 352  (((
353 353  MD script **RML_Flight_Along_Path** removed
354 354  )))
355 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
865 +|(% colspan="4" %)(% colspan="3" %)
356 356  (((
357 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
867 +The MD script RML_Flight_Along_Path was not referened and was removed.
358 358  )))
359 359  |(% colspan="1" %)(% colspan="1" %)
360 360  (((
... ... @@ -362,71 +362,75 @@
362 362  )))|(% colspan="1" %)(% colspan="1" %)
363 363  (((
364 364  3.0 Beta 1
365 -)))|(% colspan="1" %)(% colspan="1" %)
875 +)))|(% colspan="2" %)(% colspan="1" %)
366 366  (((
367 367  parameters of **<event_venture_mission_completed/>** changed
368 368  )))
369 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
879 +|(% colspan="4" %)(% colspan="3" %)
370 370  (((
371 -//old params: param = venture details, param2 = ships involved, param3 = duration//
372 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
881 +old params: param = venture details, param2 = ships involved, param3 = duration
882 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
373 373  )))
374 374  |(((
375 375  Scripts
376 376  )))|(((
377 377  3.0 Beta 1
378 -)))|(((
888 +)))|(% colspan="2" %)(((
379 379  **<set_object_wing_name/>** removed,
380 380  **<set_object_fleet_name/>** added
381 381  )))
382 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
892 +|(% colspan="4" %)(% colspan="3" %)
383 383  (((
384 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
894 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>
385 385  )))
386 386  |(((
387 387  Scripts
388 388  )))|(((
389 389  3.0 Beta 1
390 -)))|(((
900 +)))|(% colspan="2" %)(((
391 391  **$controllable.wing.*** removed,
392 392  **$controllable.fleet.*** added
393 393  )))
394 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
904 +|(% colspan="4" %)(% colspan="3" %)
395 395  (((
396 396  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
397 397  )))
398 -|(% colspan="3" %)(% colspan="3" %)
399 -(((
400 -== 2.60 ==
401 -)))
908 +
909 +----
910 +
911 +=== Version 2.60 ===
912 +
913 +(% class="table-striped" %)
402 402  |(((
403 403  Scripts
404 404  )))|(((
405 405  2.60 Beta 1
406 -)))|(((
918 +)))|(% colspan="2" %)(((
407 407  '**checkoperational**' filter behaviour changed
408 408  )))
409 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
921 +|(% colspan="10" %)(% colspan="3" %)
410 410  (((
411 -//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.//
923 +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.
412 412  
413 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
925 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.
414 414  )))
415 415  |(((
416 416  Scripts
417 417  )))|(((
418 418  2.60 Beta 1
419 -)))|(((
931 +)))|(% colspan="2" %)(((
420 420  $container.**supplyresources** behavior changed
421 -)))
422 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
933 +)))| | |
934 +|(% colspan="10" %)(% colspan="3" %)
423 423  (((
424 -//The script keyword $container.supplyresources now includes reserved wares.//
936 +The script keyword $container.supplyresources now includes reserved wares.
425 425  )))
426 -|(% colspan="3" %)(% colspan="3" %)
427 -(((
428 -== 2.20 ==
429 -)))
938 +
939 +----
940 +
941 +=== Version 2.20 ===
942 +
943 +(% class="table-striped" %)
430 430  |(% colspan="1" %)(% colspan="1" %)
431 431  (((
432 432  UI core
... ... @@ -433,17 +433,16 @@
433 433  )))|(% colspan="1" %)(% colspan="1" %)
434 434  (((
435 435  2.20 Beta 3/4
436 -)))|(% colspan="1" %)(% colspan="1" %)
950 +)))|(% colspan="2" %)(% colspan="1" %)
437 437  (((
438 438  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
439 439  )))
440 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
954 +|(% colspan="4" %)(% colspan="3" %)
441 441  (((
442 -//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.
443 -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.//
956 +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.
957 +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.
444 444  
445 -//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.
446 -//
959 +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.
447 447  )))
448 448  |(% colspan="1" %)(% colspan="1" %)
449 449  (((
... ... @@ -451,18 +451,20 @@
451 451  )))|(% colspan="1" %)(% colspan="1" %)
452 452  (((
453 453  2.20 Beta 3
454 -)))|(% colspan="1" %)(% colspan="1" %)
967 +)))|(% colspan="2" %)(% colspan="1" %)
455 455  (((
456 456  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
457 457  )))
458 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
971 +|(% colspan="4" %)(% colspan="3" %)
459 459  (((
460 -//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
973 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.
461 461  )))
462 -|(% colspan="3" %)(% colspan="3" %)
463 -(((
464 -== 2.00 ==
465 -)))
975 +
976 +----
977 +
978 +=== Version 2.00 ===
979 +
980 +(% class="table-striped" %)
466 466  |(% colspan="1" %)(% colspan="1" %)
467 467  (((
468 468  Scripts
... ... @@ -469,13 +469,13 @@
469 469  )))|(% colspan="1" %)(% colspan="1" %)
470 470  (((
471 471  2.00 Beta 1
472 -)))|(% colspan="1" %)(% colspan="1" %)
987 +)))|(% colspan="2" %)(% colspan="1" %)
473 473  (((
474 474  **<event_build_finished/> **param2 now returns null instead of a construction sequence
475 475  )))
476 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
991 +|(% colspan="4" %)(% colspan="3" %)
477 477  (((
478 -//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
993 +The construction sequence which was finished should now be accessed via the buildtask provided via param3.
479 479  )))
480 480  |(% colspan="1" %)(% colspan="1" %)
481 481  (((
... ... @@ -483,13 +483,13 @@
483 483  )))|(% colspan="1" %)(% colspan="1" %)
484 484  (((
485 485  2.00 Beta 1
486 -)))|(% colspan="1" %)(% colspan="1" %)
1001 +)))|(% colspan="2" %)(% colspan="1" %)
487 487  (((
488 488  **param.boarding.{...}** strength parameters removed
489 489  )))
490 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1005 +|(% colspan="4" %)(% colspan="3" %)
491 491  (((
492 -//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
1007 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.
493 493  )))
494 494  |(% colspan="1" %)(% colspan="1" %)
495 495  (((
... ... @@ -497,158 +497,160 @@
497 497  )))|(% colspan="1" %)(% colspan="1" %)
498 498  (((
499 499  2.00 Beta 1
500 -)))|(% colspan="1" %)(% colspan="1" %)
1015 +)))|(% colspan="2" %)(% colspan="1" %)
501 501  (((
502 502  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
503 503  )))
504 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1019 +|(% colspan="4" %)(% colspan="3" %)
505 505  (((
506 -//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.//
1021 +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.
507 507  )))
508 508  |(((
509 509  UI extensions
510 510  )))|(((
511 511  2.00 Beta 1
512 -)))|(((
1027 +)))|(% colspan="2" %)(((
513 513  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
514 514  )))
515 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1030 +|(% colspan="4" %)(% colspan="3" %)
516 516  (((
517 -//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.//
1032 +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.
518 518  )))
519 519  |(((
520 520  UI extensions
521 521  )))|(((
522 522  2.00 Beta 1
523 -)))|(((
1038 +)))|(% colspan="2" %)(((
524 524  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
525 525  )))
526 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1041 +|(% colspan="4" %)(% colspan="3" %)
527 527  (((
528 -//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.//
529 -//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.//
1043 +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.
1044 +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.
530 530  )))
531 531  |(((
532 532  Scripts
533 533  )))|(((
534 534  2.00 Beta 1
535 -)))|(((
1050 +)))|(% colspan="2" %)(((
536 536  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
537 537  )))
538 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1053 +|(% colspan="4" %)(% colspan="3" %)
539 539  (((
540 -//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.//
1055 +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.
541 541  )))
542 542  |(((
543 543  Scripts
544 544  )))|(((
545 545  2.00 Beta 1
546 -)))|(((
1061 +)))|(% colspan="2" %)(((
547 547  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
548 548  )))
549 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1064 +|(% colspan="4" %)(% colspan="3" %)
550 550  (((
551 -//For prior behavior, check for event.param being non-null.//
1066 +For prior behavior, check for event.param being non-null.
552 552  )))
553 553  |(((
554 554  AI Scripts
555 555  )))|(((
556 556  2.00 Beta 1
557 -)))|(((
1072 +)))|(% colspan="2" %)(((
558 558  **<shoot/>/<shoot_at/>** attribute changes.
559 559  )))
560 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1075 +|(% colspan="4" %)(% colspan="3" %)
561 561  (((
562 -//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
563 -//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.//
564 -//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.//
1077 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1078 +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.
1079 +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.
565 565  
566 -//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
1081 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.
567 567  )))
568 568  |(((
569 569  UI extensions
570 570  )))|(((
571 571  2.00 Beta 1
572 -)))|(((
573 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
1087 +)))|(% colspan="2" %)(((
1088 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
574 574  )))
575 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1090 +|(% colspan="4" %)(% colspan="3" %)
576 576  (((
577 -//Added possibility to query build tasks of a certain buildmodule.//
1092 +Added possibility to query build tasks of a certain buildmodule.
578 578  )))
579 579  |(((
580 580  UI extensions
581 581  )))|(((
582 582  2.00 Beta 1
583 -)))|(((
1098 +)))|(% colspan="2" %)(((
584 584  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
585 585  )))
586 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1101 +|(% colspan="4" %)(% colspan="3" %)
587 587  (((
588 -//Added list of resources a buildmodule needs to build.//
1103 +Added list of resources a buildmodule needs to build.
589 589  )))
590 590  |(((
591 591  UI extensions
592 592  )))|(((
593 593  2.00 Beta 1
594 -)))|(((
595 -(% 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);" %)
1109 +)))|(% colspan="2" %)(((
1110 +**Lua: CalculateTotalHullFraction() **was removed.
596 596  )))
597 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1112 +|(% colspan="4" %)(% colspan="3" %)
598 598  (((
599 -//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1114 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
600 600  )))
601 601  |(((
602 602  UI extensions
603 603  )))|(((
604 604  2.00 Beta 1
605 -)))|(((
606 -**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" %)
1120 +)))|(% colspan="2" %)(((
1121 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
607 607  )))
608 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1123 +|(% colspan="4" %)(% colspan="3" %)
609 609  (((
610 -//Changed return value type to const char* to better identify failure reasons in Lua script.//
1125 +Changed return value type to const char* to better identify failure reasons in Lua script.
611 611  )))
612 -|(% colspan="3" %)(% colspan="3" %)
613 -(((
614 -== 1.50 ==
615 -)))
1127 +
1128 +----
1129 +
1130 +=== Version 1.50 ===
1131 +
1132 +(% class="table-striped" %)
616 616  |(((
617 617  UI extensions
618 618  )))|(((
619 619  1.50 Beta 3
620 -)))|(((
621 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
1137 +)))|(% colspan="2" %)(((
1138 +**Lua: GetComponentData() **changed behavior of "docksizes" property.
622 622  )))
623 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1140 +|(% colspan="4" %)(% colspan="3" %)
624 624  (((
625 -//The "docksizes" property no longer includes internal ship storage docks.//
1142 +The "docksizes" property no longer includes internal ship storage docks.
626 626  )))
627 627  |(((
628 628  All
629 629  )))|(((
630 630  1.50 Beta 2
631 -)))|(((
1148 +)))|(% colspan="2" %)(((
632 632  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
633 633  )))
634 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1151 +|(% colspan="4" %)(% colspan="3" %)
635 635  (((
636 -//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".//
1153 +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".
637 637  
638 -//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
639 -//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
640 -//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1155 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()
1156 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"
1157 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)
641 641  )))
642 642  |(((
643 643  UI extensions
644 644  )))|(((
645 645  1.50 Beta 2
646 -)))|(((
647 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
1163 +)))|(% colspan="2" %)(((
1164 +**FFI: UpgradeGroupInfo **datatype was changed.
648 648  )))
649 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1166 +|(% colspan="4" %)(% colspan="3" %)
650 650  (((
651 -//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1168 +Added new "operational" field to retrieve information about number of operational upgrades in a group.
652 652  )))
653 653  |(% colspan="1" %)(% colspan="1" %)
654 654  (((
... ... @@ -656,55 +656,58 @@
656 656  )))|(% colspan="1" %)(% colspan="1" %)
657 657  (((
658 658  1.50 Beta 1
659 -)))|(% colspan="1" %)(% colspan="1" %)
1176 +)))|(% colspan="2" %)(% colspan="1" %)
660 660  (((
661 661  **FFI: SetGuidance()** removed useinfopoint argument.
662 662  )))
663 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1180 +|(% colspan="4" %)(% colspan="3" %)
664 664  (((
665 -//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.
666 -//
1182 +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.
667 667  
668 -//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1184 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
669 669  )))
670 670  |(((
671 671  UI extensions
672 672  )))|(((
673 673  1.50 Beta 1
674 -)))|(((
675 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1190 +)))|(% colspan="2" %)(((
1191 +**FFI: CancelConstruction() **changed its return value.
676 676  )))
677 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1193 +|(% colspan="4" %)(% colspan="3" %)
678 678  (((
679 -(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
1195 +CancelConstruction() now returns if the cancellation was successful.
680 680  )))
681 -|(% colspan="3" %)(% colspan="3" %)
682 -(((
683 -== 1.32 ==
684 -)))
1197 +
1198 +----
1199 +
1200 +=== Version 1.32 ===
1201 +
1202 +(% class="table-striped" %)
685 685  |(((
686 686  UI extensions
687 687  )))|(((
688 688  1.32
689 -)))|(((
1207 +)))|(% colspan="2" %)(((
690 690  **Lua: GetComponentData() **removed the "nextdestname" property.
691 691  )))
692 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1210 +|(% colspan="4" %)(% colspan="3" %)
693 693  (((
694 -//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1212 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.
695 695  )))
696 -|(% colspan="3" %)(% colspan="3" %)
697 -(((
698 -== 1.20 ==
699 -)))
1214 +
1215 +----
1216 +
1217 +=== Version 1.20 ===
1218 +
1219 +(% class="table-striped" %)
700 700  |(((
701 701  UI extensions
702 702  )))|(((
703 703  1.20
704 -)))|(((
705 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1224 +)))|(% colspan="2" %)(((
1225 +**FFI: GetAAOption()** got a new "useconfig" parameter.
706 706  )))
707 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1227 +|(% colspan="4" %)(% colspan="3" %)
708 708  (((
709 -//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.//
1229 +//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.//
710 710  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,0 @@
1 -91947541
space
... ... @@ -1,1 +1,0 @@
1 -X4WIKI
url
... ... @@ -1,1 +1,0 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91947541/Breaking Changes