Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. cbj1 +xwiki:XWiki.stefan - Content
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... ... @@ -24,9 +24,85 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 +)))|=(% colspan="1" %)(% colspan="1" %) 28 +((( 29 + 27 27 ))) 28 -|(% colspan=" 3" %)(% colspan="3" %)31 +|(% colspan="4" %)(% colspan="4" %) 29 29 ((( 33 +== 4.00 == 34 +))) 35 +|(% colspan="1" %)(% colspan="1" %) 36 +((( 37 +UI core 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +4.00 Beta 5 41 +)))|(% colspan="1" %)(% colspan="1" %) 42 +((( 43 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in ranges relation range [-25,-10] changed 44 +)))|(% colspan="1" %)(% colspan="1" %) 45 +((( 46 + 47 +))) 48 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 49 +((( 50 +//4.00 Beta 5// //introduces a new 'adversary' relation state. Previously objects within that relation range were categorized as 'enemy' and GetRelationStatus()/GetRelationStatus2() therefore returned 0 (enemy) for these objects. 51 +Since these 'adversary' objects are now visualized and therefore distinguishable from enemies, several related changes were made for these objects to bring them more in line with how 'neutral' objects are handled (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions. 52 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //FFI function which returns the new range for these objects: 1 (meaning 'adversary' here with following relations having been shifted up). 53 +)))|(% colspan="1" %)(% colspan="1" %) 54 +((( 55 + 56 +))) 57 +|((( 58 +Parameters 59 +)))|((( 60 +4.00 Beta 1 61 +)))|((( 62 +**requiresconstructionvessel** parameter moved 63 +)))|((( 64 + 65 +))) 66 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 67 +((( 68 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 69 +))) 70 +|((( 71 +Scripts 72 +)))|((( 73 +4.00 Beta 1 74 +)))|((( 75 +Changed behaviour of **gatedistance** script property 76 +)))|((( 77 + 78 +))) 79 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 80 +((( 81 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 82 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 83 +((( 84 + 85 +))) 86 +|(% colspan="4" %)(% colspan="4" %) 87 +((( 88 +== 3.30 == 89 +))) 90 +|((( 91 +UI extensions 92 +)))|((( 93 +3.30 Beta 3 94 +)))|((( 95 +**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()** 96 +)))|(% colspan="1" %)(% colspan="1" %) 97 +((( 98 + 99 +))) 100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 101 +((( 102 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()// 103 +))) 104 +|(% colspan="4" %)(% colspan="4" %) 105 +((( 30 30 == 3.20 == 31 31 ))) 32 32 |((( ... ... @@ -35,15 +35,49 @@ 35 35 3.20 Beta 1 36 36 )))|((( 37 37 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 114 +)))|(% colspan="1" %)(% colspan="1" %) 115 +((( 116 + 38 38 ))) 39 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)118 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 40 40 ((( 41 41 //Old params: param = attacked object, param2 = attack method, param3 = attacked component// 42 42 //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 43 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// 44 44 ))) 45 -|(% colspan=" 3" %)(% colspan="3" %)124 +|(% colspan="1" %)(% colspan="1" %) 46 46 ((( 126 +Scripts 127 +)))|(% colspan="1" %)(% colspan="1" %) 128 +((( 129 +3.20 Beta 1 130 +)))|(% colspan="1" %)(% colspan="1" %) 131 +((( 132 +Removed script property $trade.**restriction.faction** 133 +)))|(% colspan="1" %)(% colspan="1" %) 134 +((( 135 + 136 +))) 137 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 138 +((( 139 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 140 +))) 141 +|((( 142 +UI extensions 143 +)))|((( 144 +3.20 Beta 1 145 +)))|((( 146 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 147 +)))|(% colspan="1" %)(% colspan="1" %) 148 +((( 149 + 150 +))) 151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 152 +((( 153 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.// 154 +))) 155 +|(% colspan="4" %)(% colspan="4" %) 156 +((( 47 47 == 3.10 == 48 48 ))) 49 49 |(% colspan="1" %)(% colspan="1" %) ... ... @@ -55,12 +55,15 @@ 55 55 )))|(% colspan="1" %)(% colspan="1" %) 56 56 ((( 57 57 Removed script action **<add_build/>** 168 +)))|(% colspan="1" %)(% colspan="1" %) 169 +((( 170 + 58 58 ))) 59 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)172 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 60 60 ((( 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. 174 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.// 62 62 ))) 63 -|(% colspan=" 3" %)(% colspan="3" %)176 +|(% colspan="4" %)(% colspan="4" %) 64 64 ((( 65 65 == 3.00 == 66 66 ))) ... ... @@ -73,10 +73,13 @@ 73 73 )))|(% colspan="1" %)(% colspan="1" %) 74 74 ((( 75 75 Changed behaviour of script action **<get_suitable_job/>** 189 +)))|(% colspan="1" %)(% colspan="1" %) 190 +((( 191 + 76 76 ))) 77 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 78 78 ((( 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. 195 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.// 80 80 ))) 81 81 |(% colspan="1" %)(% colspan="1" %) 82 82 ((( ... ... @@ -87,8 +87,11 @@ 87 87 )))|(% colspan="1" %)(% colspan="1" %) 88 88 ((( 89 89 Changed behaviour of script action **<get_ware_definition/>** 206 +)))|(% colspan="1" %)(% colspan="1" %) 207 +((( 208 + 90 90 ))) 91 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)210 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 92 92 ((( 93 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.// 94 94 ))) ... ... @@ -101,8 +101,11 @@ 101 101 )))|(% colspan="1" %)(% colspan="1" %) 102 102 ((( 103 103 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 223 +)))|(% colspan="1" %)(% colspan="1" %) 224 +((( 225 + 104 104 ))) 105 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)227 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 106 106 ((( 107 107 //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.)\\ 108 108 ... ... @@ -117,8 +117,11 @@ 117 117 )))|(% colspan="1" %)(% 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> 242 +)))|(% colspan="1" %)(% colspan="1" %) 243 +((( 244 + 120 120 ))) 121 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 122 122 ((( 123 123 //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.// 124 124 ))) ... ... @@ -131,8 +131,11 @@ 131 131 )))|(% colspan="1" %)(% colspan="1" %) 132 132 ((( 133 133 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 259 +)))|(% colspan="1" %)(% colspan="1" %) 260 +((( 261 + 134 134 ))) 135 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)263 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 136 136 ((( 137 137 //Before the change, positions are relative to $dockingbay.parent. 138 138 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -146,8 +146,11 @@ 146 146 )))|(% colspan="1" %)(% colspan="1" %) 147 147 ((( 148 148 Support for entity flag "**skillsvisible**" dropped 277 +)))|(% colspan="1" %)(% colspan="1" %) 278 +((( 279 + 149 149 ))) 150 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)281 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 151 151 ((( 152 152 //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().// 153 153 ))) ... ... @@ -157,8 +157,11 @@ 157 157 3.0 Beta 2 158 158 )))|((( 159 159 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 291 +)))|(% colspan="1" %)(% colspan="1" %) 292 +((( 293 + 160 160 ))) 161 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)295 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 162 162 ((( 163 163 //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. 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. ... ... @@ -174,8 +174,11 @@ 174 174 )))|(% colspan="1" %)(% colspan="1" %) 175 175 ((( 176 176 **MissionBoard** support dropped 311 +)))|(% colspan="1" %)(% colspan="1" %) 312 +((( 313 + 177 177 ))) 178 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)315 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 179 179 ((( 180 180 //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.// 181 181 ))) ... ... @@ -185,8 +185,11 @@ 185 185 3.0 Beta 1 186 186 )))|((( 187 187 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 325 +)))|(% colspan="1" %)(% colspan="1" %) 326 +((( 327 + 188 188 ))) 189 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)329 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 190 190 ((( 191 191 //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.// 192 192 ))) ... ... @@ -199,8 +199,11 @@ 199 199 )))|(% colspan="1" %)(% colspan="1" %) 200 200 ((( 201 201 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 342 +)))|(% colspan="1" %)(% colspan="1" %) 343 +((( 344 + 202 202 ))) 203 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)346 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 204 204 ((( 205 205 //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.// 206 206 ))) ... ... @@ -213,8 +213,11 @@ 213 213 )))|(% colspan="1" %)(% colspan="1" %) 214 214 ((( 215 215 Script action **<set_doors_locked/>** attribute **'group'** changed 359 +)))|(% colspan="1" %)(% colspan="1" %) 360 +((( 361 + 216 216 ))) 217 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)363 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 218 218 ((( 219 219 //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.// 220 220 ))) ... ... @@ -227,8 +227,11 @@ 227 227 )))|(% colspan="1" %)(% colspan="1" %) 228 228 ((( 229 229 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 376 +)))|(% colspan="1" %)(% colspan="1" %) 377 +((( 378 + 230 230 ))) 231 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)380 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 232 232 ((( 233 233 //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.// 234 234 ))) ... ... @@ -241,8 +241,11 @@ 241 241 )))|(% colspan="1" %)(% colspan="1" %) 242 242 ((( 243 243 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 393 +)))|(% colspan="1" %)(% colspan="1" %) 394 +((( 395 + 244 244 ))) 245 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 246 246 ((( 247 247 //These actions had no effect and were removed.// 248 248 ))) ... ... @@ -255,8 +255,11 @@ 255 255 )))|(% colspan="1" %)(% colspan="1" %) 256 256 ((( 257 257 **<setup_conversation_minigame/>** script action removed 410 +)))|(% colspan="1" %)(% colspan="1" %) 411 +((( 412 + 258 258 ))) 259 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)414 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 260 260 ((( 261 261 //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.// 262 262 ))) ... ... @@ -269,8 +269,11 @@ 269 269 )))|(% colspan="1" %)(% colspan="1" %) 270 270 ((( 271 271 <add_player_choice_*> **confidence** attribute removed 427 +)))|(% colspan="1" %)(% colspan="1" %) 428 +((( 429 + 272 272 ))) 273 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)431 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 274 274 ((( 275 275 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 276 276 ))) ... ... @@ -283,8 +283,11 @@ 283 283 )))|(% colspan="1" %)(% colspan="1" %) 284 284 ((( 285 285 **<hack_via_control_panel/>** script action removed 444 +)))|(% colspan="1" %)(% colspan="1" %) 445 +((( 446 + 286 286 ))) 287 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)448 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 288 288 ((( 289 289 //Unused script action <hack_via_control_panel/> was removed.// 290 290 ))) ... ... @@ -297,8 +297,11 @@ 297 297 )))|(% colspan="1" %)(% colspan="1" %) 298 298 ((( 299 299 **Lua: **GetMiniGameCursorPosition() removed 461 +)))|(% colspan="1" %)(% colspan="1" %) 462 +((( 463 + 300 300 ))) 301 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)465 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 302 302 ((( 303 303 //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.// 304 304 ))) ... ... @@ -308,8 +308,11 @@ 308 308 3.0 Beta 1 309 309 )))|((( 310 310 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 475 +)))|(% colspan="1" %)(% colspan="1" %) 476 +((( 477 + 311 311 ))) 312 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)479 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 313 313 ((( 314 314 //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.// 315 315 ))) ... ... @@ -322,8 +322,11 @@ 322 322 )))|(% colspan="1" %)(% colspan="1" %) 323 323 ((( 324 324 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 492 +)))|(% colspan="1" %)(% colspan="1" %) 493 +((( 494 + 325 325 ))) 326 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)496 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 327 327 ((( 328 328 //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.// 329 329 ))) ... ... @@ -336,8 +336,11 @@ 336 336 )))|(% colspan="1" %)(% colspan="1" %) 337 337 ((( 338 338 **$ware.illegal** updated 509 +)))|(% colspan="1" %)(% colspan="1" %) 510 +((( 511 + 339 339 ))) 340 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)513 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 341 341 ((( 342 342 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 343 343 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -351,8 +351,11 @@ 351 351 )))|(% colspan="1" %)(% colspan="1" %) 352 352 ((( 353 353 MD script **RML_Flight_Along_Path** removed 527 +)))|(% colspan="1" %)(% colspan="1" %) 528 +((( 529 + 354 354 ))) 355 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)531 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 356 356 ((( 357 357 //The MD script RML_Flight_Along_Path was not referened and was removed.// 358 358 ))) ... ... @@ -365,8 +365,11 @@ 365 365 )))|(% colspan="1" %)(% colspan="1" %) 366 366 ((( 367 367 parameters of **<event_venture_mission_completed/>** changed 544 +)))|(% colspan="1" %)(% colspan="1" %) 545 +((( 546 + 368 368 ))) 369 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)548 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 370 370 ((( 371 371 //old params: param = venture details, param2 = ships involved, param3 = duration// 372 372 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -378,8 +378,11 @@ 378 378 )))|((( 379 379 **<set_object_wing_name/>** removed, 380 380 **<set_object_fleet_name/>** added 560 +)))|(% colspan="1" %)(% colspan="1" %) 561 +((( 562 + 381 381 ))) 382 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)564 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 383 383 ((( 384 384 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 385 385 ))) ... ... @@ -390,12 +390,15 @@ 390 390 )))|((( 391 391 **$controllable.wing.*** removed, 392 392 **$controllable.fleet.*** added 575 +)))|(% colspan="1" %)(% colspan="1" %) 576 +((( 577 + 393 393 ))) 394 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)579 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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" %)583 +|(% colspan="4" %)(% colspan="4" %) 399 399 ((( 400 400 == 2.60 == 401 401 ))) ... ... @@ -405,8 +405,11 @@ 405 405 2.60 Beta 1 406 406 )))|((( 407 407 '**checkoperational**' filter behaviour changed 593 +)))|(% colspan="1" %)(% colspan="1" %) 594 +((( 595 + 408 408 ))) 409 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)597 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 410 410 ((( 411 411 //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.// 412 412 ... ... @@ -418,12 +418,15 @@ 418 418 2.60 Beta 1 419 419 )))|((( 420 420 $container.**supplyresources** behavior changed 609 +)))|(% colspan="1" %)(% colspan="1" %) 610 +((( 611 + 421 421 ))) 422 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)613 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 423 423 ((( 424 424 //The script keyword $container.supplyresources now includes reserved wares.// 425 425 ))) 426 -|(% colspan=" 3" %)(% colspan="3" %)617 +|(% colspan="4" %)(% colspan="4" %) 427 427 ((( 428 428 == 2.20 == 429 429 ))) ... ... @@ -436,8 +436,11 @@ 436 436 )))|(% colspan="1" %)(% colspan="1" %) 437 437 ((( 438 438 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 630 +)))|(% colspan="1" %)(% colspan="1" %) 631 +((( 632 + 439 439 ))) 440 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)634 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 441 441 ((( 442 442 //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. 443 443 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.// ... ... @@ -454,12 +454,15 @@ 454 454 )))|(% colspan="1" %)(% colspan="1" %) 455 455 ((( 456 456 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 651 +)))|(% colspan="1" %)(% colspan="1" %) 652 +((( 653 + 457 457 ))) 458 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 459 459 ((( 460 460 //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" %)659 +|(% colspan="4" %)(% colspan="4" %) 463 463 ((( 464 464 == 2.00 == 465 465 ))) ... ... @@ -472,8 +472,11 @@ 472 472 )))|(% colspan="1" %)(% colspan="1" %) 473 473 ((( 474 474 **<event_build_finished/> **param2 now returns null instead of a construction sequence 672 +)))|(% colspan="1" %)(% colspan="1" %) 673 +((( 674 + 475 475 ))) 476 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)676 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 477 477 ((( 478 478 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 479 479 ))) ... ... @@ -486,8 +486,11 @@ 486 486 )))|(% colspan="1" %)(% colspan="1" %) 487 487 ((( 488 488 **param.boarding.{...}** strength parameters removed 689 +)))|(% colspan="1" %)(% colspan="1" %) 690 +((( 691 + 489 489 ))) 490 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)693 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 491 491 ((( 492 492 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 493 493 ))) ... ... @@ -500,8 +500,11 @@ 500 500 )))|(% colspan="1" %)(% colspan="1" %) 501 501 ((( 502 502 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 706 +)))|(% colspan="1" %)(% colspan="1" %) 707 +((( 708 + 503 503 ))) 504 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)710 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 505 505 ((( 506 506 //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.// 507 507 ))) ... ... @@ -511,8 +511,11 @@ 511 511 2.00 Beta 1 512 512 )))|((( 513 513 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 720 +)))|(% colspan="1" %)(% colspan="1" %) 721 +((( 722 + 514 514 ))) 515 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)724 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 516 516 ((( 517 517 //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.// 518 518 ))) ... ... @@ -522,8 +522,11 @@ 522 522 2.00 Beta 1 523 523 )))|((( 524 524 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 734 +)))|(% colspan="1" %)(% colspan="1" %) 735 +((( 736 + 525 525 ))) 526 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)738 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 527 527 ((( 528 528 //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.// 529 529 //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.// ... ... @@ -534,8 +534,11 @@ 534 534 2.00 Beta 1 535 535 )))|((( 536 536 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 749 +)))|(% colspan="1" %)(% colspan="1" %) 750 +((( 751 + 537 537 ))) 538 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)753 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 539 539 ((( 540 540 //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.// 541 541 ))) ... ... @@ -545,8 +545,11 @@ 545 545 2.00 Beta 1 546 546 )))|((( 547 547 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 763 +)))|(% colspan="1" %)(% colspan="1" %) 764 +((( 765 + 548 548 ))) 549 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)767 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 550 550 ((( 551 551 //For prior behavior, check for event.param being non-null.// 552 552 ))) ... ... @@ -556,8 +556,11 @@ 556 556 2.00 Beta 1 557 557 )))|((( 558 558 **<shoot/>/<shoot_at/>** attribute changes. 777 +)))|(% colspan="1" %)(% colspan="1" %) 778 +((( 779 + 559 559 ))) 560 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)781 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 561 561 ((( 562 562 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 563 563 //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.// ... ... @@ -571,8 +571,11 @@ 571 571 2.00 Beta 1 572 572 )))|((( 573 573 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 795 +)))|(% colspan="1" %)(% colspan="1" %) 796 +((( 797 + 574 574 ))) 575 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)799 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 576 576 ((( 577 577 //Added possibility to query build tasks of a certain buildmodule.// 578 578 ))) ... ... @@ -582,8 +582,11 @@ 582 582 2.00 Beta 1 583 583 )))|((( 584 584 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 809 +)))|(% colspan="1" %)(% colspan="1" %) 810 +((( 811 + 585 585 ))) 586 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)813 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 587 587 ((( 588 588 //Added list of resources a buildmodule needs to build.// 589 589 ))) ... ... @@ -593,8 +593,11 @@ 593 593 2.00 Beta 1 594 594 )))|((( 595 595 (% 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);" %) 823 +)))|(% colspan="1" %)(% colspan="1" %) 824 +((( 825 + 596 596 ))) 597 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)827 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 598 598 ((( 599 599 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 600 600 ))) ... ... @@ -604,12 +604,15 @@ 604 604 2.00 Beta 1 605 605 )))|((( 606 606 **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" %) 837 +)))|(% colspan="1" %)(% colspan="1" %) 838 +((( 839 + 607 607 ))) 608 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)841 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 609 609 ((( 610 610 //Changed return value type to const char* to better identify failure reasons in Lua script.// 611 611 ))) 612 -|(% colspan=" 3" %)(% colspan="3" %)845 +|(% colspan="4" %)(% colspan="4" %) 613 613 ((( 614 614 == 1.50 == 615 615 ))) ... ... @@ -619,8 +619,11 @@ 619 619 1.50 Beta 3 620 620 )))|((( 621 621 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 855 +)))|(% colspan="1" %)(% colspan="1" %) 856 +((( 857 + 622 622 ))) 623 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)859 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 624 624 ((( 625 625 //The "docksizes" property no longer includes internal ship storage docks.// 626 626 ))) ... ... @@ -630,8 +630,11 @@ 630 630 1.50 Beta 2 631 631 )))|((( 632 632 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 869 +)))|(% colspan="1" %)(% colspan="1" %) 870 +((( 871 + 633 633 ))) 634 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)873 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 635 635 ((( 636 636 //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".// 637 637 ... ... @@ -645,8 +645,11 @@ 645 645 1.50 Beta 2 646 646 )))|((( 647 647 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 887 +)))|(% colspan="1" %)(% colspan="1" %) 888 +((( 889 + 648 648 ))) 649 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)891 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 650 650 ((( 651 651 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 652 652 ))) ... ... @@ -659,8 +659,11 @@ 659 659 )))|(% colspan="1" %)(% colspan="1" %) 660 660 ((( 661 661 **FFI: SetGuidance()** removed useinfopoint argument. 904 +)))|(% colspan="1" %)(% colspan="1" %) 905 +((( 906 + 662 662 ))) 663 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)908 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 664 664 ((( 665 665 //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. 666 666 // ... ... @@ -673,12 +673,15 @@ 673 673 1.50 Beta 1 674 674 )))|((( 675 675 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 921 +)))|(% colspan="1" %)(% colspan="1" %) 922 +((( 923 + 676 676 ))) 677 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)925 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 678 678 ((( 679 679 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 680 680 ))) 681 -|(% colspan=" 3" %)(% colspan="3" %)929 +|(% colspan="4" %)(% colspan="4" %) 682 682 ((( 683 683 == 1.32 == 684 684 ))) ... ... @@ -688,12 +688,15 @@ 688 688 1.32 689 689 )))|((( 690 690 **Lua: GetComponentData() **removed the "nextdestname" property. 939 +)))|(% colspan="1" %)(% colspan="1" %) 940 +((( 941 + 691 691 ))) 692 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)943 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 693 693 ((( 694 694 //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" %)947 +|(% colspan="4" %)(% colspan="4" %) 697 697 ((( 698 698 == 1.20 == 699 699 ))) ... ... @@ -703,8 +703,11 @@ 703 703 1.20 704 704 )))|((( 705 705 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 957 +)))|(% colspan="1" %)(% colspan="1" %) 958 +((( 959 + 706 706 ))) 707 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)961 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 708 708 ((( 709 709 //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.// 710 710 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 91947541/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100860974/Breaking Changes