Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
To version 108.1
edited by Florian Lütkecosmann
on 2023/11/22 13:55
on 2023/11/22 13:55
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... ... @@ -1,0 +1,1 @@ 1 +X4 Foundations Wiki.Modding Support.WebHome - Author
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. cbj1 +xwiki:XWiki.Florian - Content
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... ... @@ -4,13 +4,13 @@ 4 4 The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4. 5 5 Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue. 6 6 7 -{{no te}}8 -The list of breaking changes does **NOT**cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.7 +{{info}} 8 +⚠ The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself. 9 9 10 10 Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day. 11 11 12 12 As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change). 13 -{{/no te}}13 +{{/info}} 14 14 15 15 {{warning title="UI modding considered unstable until further notice..."}} 16 16 Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. ... ... @@ -18,15 +18,385 @@ 18 18 19 19 = Breaking Changes = 20 20 21 +(% class="wrapped" %) 21 21 |=((( 22 22 Type 23 23 )))|=((( 24 24 Version 25 -)))|=((( 26 +)))|=(% colspan="2" %)((( 26 26 Summary 27 27 ))) 28 -|(% colspan="3" %)(% colspan="3" %) 29 +|(% colspan="4" %)((( 30 +== 7.00 == 31 +))) 32 +|(% colspan="1" %)(% colspan="1" %) 29 29 ((( 34 +UI extensions 35 +)))|(% colspan="1" %)(% colspan="1" %) 36 +((( 37 +7.00 Beta 1 38 +)))|(% colspan="2" %)(% colspan="1" %) 39 +((( 40 +**FFI**: RemoveBuildPlot() changed 41 +))) 42 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 43 +((( 44 +// 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. 45 +))) 46 +|(% colspan="4" %)(% colspan="3" %) 47 +((( 48 +== 6.00 == 49 +))) 50 +|((( 51 +Libraries 52 +)))|((( 53 +6.00 Beta 7 54 +)))|(% colspan="2" %)((( 55 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 56 +))) 57 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 58 +((( 59 +//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.// 60 + 61 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 62 +))) 63 +|(% colspan="1" %)(% colspan="1" %) 64 +((( 65 +Scripts 66 +)))|(% colspan="1" %)(% colspan="1" %) 67 +((( 68 +6.00 Beta 4 69 +)))|(% colspan="2" %)(% colspan="1" %) 70 +((( 71 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 72 +))) 73 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 74 +((( 75 +//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. // 76 + 77 +//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.// 78 +))) 79 +|(% colspan="1" %)(% colspan="1" %) 80 +((( 81 +Scripts 82 +)))|(% colspan="1" %)(% colspan="1" %) 83 +((( 84 +6.00 Beta 3 85 +)))|(% colspan="2" %)(% colspan="1" %) 86 +((( 87 +Changed result of **<find_object_surface>** action in the case of a failure 88 +))) 89 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 90 +((( 91 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 92 + 93 +//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.// 94 + 95 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 96 +))) 97 +|(% colspan="1" %)(% colspan="1" %) 98 +((( 99 +Scripts 100 +)))|(% colspan="1" %)(% colspan="1" %) 101 +((( 102 +6.00 Beta 1 103 +)))|(% colspan="2" %)(% colspan="1" %) 104 +((( 105 +Behaviour change for **<match_dock>** script component filter 106 +))) 107 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 108 +((( 109 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 110 +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.// 111 +))) 112 +|(% colspan="1" %)(% colspan="1" %) 113 +((( 114 +Scripts 115 +)))|(% colspan="1" %)(% colspan="1" %) 116 +((( 117 +6.00 Beta 1 118 +)))|(% colspan="2" %)(% colspan="1" %) 119 +((( 120 +Changed result attribute location for **<get_attackstrength>** 121 +))) 122 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 123 +((( 124 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 125 +))) 126 +|((( 127 +Assets 128 +)))|((( 129 +6.00 Beta 1 130 +)))|(% colspan="2" %)((( 131 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 132 +))) 133 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 134 +((( 135 +//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. 136 +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.// 137 +))) 138 +|(% colspan="1" %)(% colspan="1" %) 139 +((( 140 +Scripts 141 +)))|(% colspan="1" %)(% colspan="1" %) 142 +((( 143 +6.00 Beta 1 144 +)))|(% colspan="2" %)(% colspan="1" %) 145 +((( 146 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 147 +))) 148 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 149 +((( 150 +//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.// 151 +))) 152 +|((( 153 +Scripts 154 +)))|((( 155 +6.00 Beta 1 156 +)))|(% colspan="2" %)((( 157 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 158 +))) 159 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 160 +((( 161 +//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.// 162 +))) 163 +|((( 164 +Cutscenes 165 +)))|((( 166 +6.00 Beta 1 167 +)))|(% colspan="2" %)((( 168 +Changed behaviour of **<angles>** in cutscenes 169 +))) 170 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 171 +((( 172 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 173 +))) 174 +|(% colspan="4" %)(% colspan="3" %) 175 +((( 176 +== 5.00 == 177 +))) 178 +|((( 179 +Parameters 180 +)))|((( 181 +5.00 Beta 1 182 +)))|(% colspan="2" %)((( 183 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 184 +))) 185 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 186 +((( 187 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 188 +))) 189 +|(% colspan="4" %)(% colspan="3" %) 190 +((( 191 +== 4.10 == 192 +))) 193 +|(% colspan="1" %)(% colspan="1" %) 194 +((( 195 +UI extensions 196 +)))|(% colspan="1" %)(% colspan="1" %) 197 +((( 198 +4.10 Beta 7 199 +)))|(% colspan="2" %)(% colspan="1" %) 200 +((( 201 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 202 +))) 203 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 204 +((( 205 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 206 +))) 207 +|(% colspan="1" %)(% colspan="1" %) 208 +((( 209 +UI extensions 210 +)))|(% colspan="1" %)(% colspan="1" %) 211 +((( 212 +4.10 Beta 6 213 +)))|(% colspan="2" %)(% colspan="1" %) 214 +((( 215 +**FFI**: CustomGameStartPlayerProperty2 changed 216 +))) 217 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 218 +((( 219 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 220 +))) 221 +|(% colspan="1" %)(% colspan="1" %) 222 +((( 223 +Parameters 224 +)))|(% colspan="1" %)(% colspan="1" %) 225 +((( 226 +4.10 Beta 3 227 +)))|(% colspan="2" %)(% colspan="1" %) 228 +((( 229 +Renamed **<stationinfobox>** to **<infobox>** 230 +))) 231 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 232 +((( 233 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 234 +))) 235 +|(% colspan="1" %)(% colspan="1" %) 236 +((( 237 +UI extensions 238 +)))|(% colspan="1" %)(% colspan="1" %) 239 +((( 240 +4.10 Beta 2 241 +)))|(% colspan="2" %)(% colspan="1" %) 242 +((( 243 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 244 +))) 245 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 246 +((( 247 +//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.// 248 +))) 249 +|((( 250 +UI extensions 251 +)))|((( 252 +4.10 Beta 2 253 +)))|(% colspan="2" %)((( 254 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 255 +))) 256 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 257 +((( 258 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 259 +))) 260 +|((( 261 +Scripts 262 +)))|((( 263 +4.10 Beta 1 264 +)))|(% colspan="2" %)((( 265 +People related attributes of mission** <delivery> **node moved 266 +))) 267 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 268 +((( 269 +//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.// 270 +))) 271 +|(% colspan="1" %)(% colspan="1" %) 272 +((( 273 +Scripts 274 +)))|(% colspan="1" %)(% colspan="1" %) 275 +((( 276 +4.10 Beta 1 277 +)))|(% colspan="2" %)(% colspan="1" %) 278 +((( 279 +**$destructible.productions** replaced with $defensible.productions 280 +))) 281 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 282 +((( 283 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 284 +))) 285 +|((( 286 +Scripts 287 +)))|((( 288 +4.10 Beta 1 289 +)))|(% colspan="2" %)((( 290 +Removed script property **$object.spawnsourceseed** 291 +))) 292 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 293 +((( 294 +//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.// 295 +))) 296 +|(% colspan="4" %)(% colspan="3" %) 297 +((( 298 +== 4.00 == 299 +))) 300 +|(% colspan="1" %)(% colspan="1" %) 301 +((( 302 +UI core 303 +)))|(% colspan="1" %)(% colspan="1" %) 304 +((( 305 +4.00 Beta 10 306 +)))|(% colspan="2" %)(% colspan="1" %) 307 +((( 308 +Controlled ship can change without a **gameplanchange-event** occurring. 309 +))) 310 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 311 +((( 312 +//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). 313 +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.// 314 +))) 315 +|((( 316 +Scripts 317 +)))|((( 318 +4.00 Beta 7 319 +)))|(% colspan="2" %)((( 320 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 321 +))) 322 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 323 +((( 324 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 325 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 326 +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// 327 +))) 328 +|(% colspan="1" %)(% colspan="1" %) 329 +((( 330 +UI core 331 +)))|(% colspan="1" %)(% colspan="1" %) 332 +((( 333 +4.00 Beta 6 334 +)))|(% colspan="2" %)(% colspan="1" %) 335 +((( 336 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 337 +))) 338 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 339 +((( 340 +//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. 341 +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).// 342 + 343 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 344 +))) 345 +|(% colspan="1" %)(% colspan="1" %) 346 +((( 347 +UI core 348 +)))|(% colspan="1" %)(% colspan="1" %) 349 +((( 350 +4.00 Beta 5 351 +)))|(% colspan="2" %)(% colspan="1" %) 352 +((( 353 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 354 +))) 355 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 356 +((( 357 +//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.// 358 + 359 +//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). 360 +))) 361 +|((( 362 +Parameters 363 +)))|((( 364 +4.00 Beta 1 365 +)))|(% colspan="2" %)((( 366 +**requiresconstructionvessel** parameter moved 367 +))) 368 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 369 +((( 370 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 371 +))) 372 +|((( 373 +Scripts 374 +)))|((( 375 +4.00 Beta 1 376 +)))|(% colspan="2" %)((( 377 +Changed behaviour of **gatedistance** script property 378 +))) 379 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 380 +((( 381 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 382 +))) 383 +|(% colspan="4" %)(% colspan="3" %) 384 +((( 385 +== 3.30 == 386 +))) 387 +|((( 388 +UI extensions 389 +)))|((( 390 +3.30 Beta 3 391 +)))|(% colspan="2" %)((( 392 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 393 +))) 394 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 395 +((( 396 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 397 +))) 398 +|(% colspan="4" %)(% colspan="3" %) 399 +((( 30 30 == 3.20 == 31 31 ))) 32 32 |((( ... ... @@ -33,38 +33,41 @@ 33 33 Scripts 34 34 )))|((( 35 35 3.20 Beta 1 36 -)))|((( 406 +)))|(% 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" %)409 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" 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 -|((( 46 -UI extensions 47 -)))|((( 415 +|(% colspan="1" %)(% colspan="1" %) 416 +((( 417 +Scripts 418 +)))|(% colspan="1" %)(% colspan="1" %) 419 +((( 48 48 3.20 Beta 1 49 -)))|((( 50 -**FFI**: Deprecated the following functions: **GetContainerAllowedBuildFactions()**, **GetNumContainerAllowedBuildFactions()**, **IsContainerFactionBuildRescricted()**, **IsContainerFactionTradeRescricted()**, **SetContainerBuildAllowedFactions()**, **SetContainerFactionBuildRescricted()** 421 +)))|(% colspan="2" %)(% colspan="1" %) 422 +((( 423 +Removed script property $trade.**restriction.faction** 51 51 ))) 52 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)425 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 53 53 ((( 54 -// With theaddition of theTradeRule featurethe givenfunctionsare considereddeprecatedand shouldnotbe used anymore. ConsiderGetAllTradeRules(), GetContainerTradeRuleID(),SetContainerTradeRule() andsimilartraderule functionsforreplacement.//427 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 55 55 ))) 56 56 |((( 57 57 UI extensions 58 58 )))|((( 59 59 3.20 Beta 1 60 -)))|((( 433 +)))|(% colspan="2" %)((( 61 61 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 62 62 ))) 63 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)436 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 64 64 ((( 65 65 //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.// 66 66 ))) 67 -|(% colspan=" 3" %)(% colspan="3" %)440 +|(% colspan="4" %)(% colspan="3" %) 68 68 ((( 69 69 == 3.10 == 70 70 ))) ... ... @@ -74,15 +74,15 @@ 74 74 )))|(% colspan="1" %)(% colspan="1" %) 75 75 ((( 76 76 3.10 Beta 1 77 -)))|(% colspan=" 1" %)(% colspan="1" %)450 +)))|(% colspan="2" %)(% colspan="1" %) 78 78 ((( 79 79 Removed script action **<add_build/>** 80 80 ))) 81 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)454 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 82 82 ((( 83 83 //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.// 84 84 ))) 85 -|(% colspan=" 3" %)(% colspan="3" %)458 +|(% colspan="4" %)(% colspan="3" %) 86 86 ((( 87 87 == 3.00 == 88 88 ))) ... ... @@ -92,11 +92,11 @@ 92 92 )))|(% colspan="1" %)(% colspan="1" %) 93 93 ((( 94 94 3.0 Beta 6 95 -)))|(% colspan=" 1" %)(% colspan="1" %)468 +)))|(% colspan="2" %)(% colspan="1" %) 96 96 ((( 97 97 Changed behaviour of script action **<get_suitable_job/>** 98 98 ))) 99 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)472 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 100 100 ((( 101 101 //<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.// 102 102 ))) ... ... @@ -106,11 +106,11 @@ 106 106 )))|(% colspan="1" %)(% colspan="1" %) 107 107 ((( 108 108 3.0 Beta 6 109 -)))|(% colspan=" 1" %)(% colspan="1" %)482 +)))|(% colspan="2" %)(% colspan="1" %) 110 110 ((( 111 111 Changed behaviour of script action **<get_ware_definition/>** 112 112 ))) 113 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)486 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 114 114 ((( 115 115 //<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.// 116 116 ))) ... ... @@ -120,13 +120,13 @@ 120 120 )))|(% colspan="1" %)(% colspan="1" %) 121 121 ((( 122 122 3.0 Beta 5 123 -)))|(% colspan=" 1" %)(% colspan="1" %)496 +)))|(% colspan="2" %)(% colspan="1" %) 124 124 ((( 125 125 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 126 126 ))) 127 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)500 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 128 128 ((( 129 -//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.) \\502 +//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.) 130 130 131 131 //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).// 132 132 ))) ... ... @@ -136,11 +136,11 @@ 136 136 )))|(% colspan="1" %)(% colspan="1" %) 137 137 ((( 138 138 3.0 Beta 5 139 -)))|(% colspan=" 1" %)(% colspan="1" %)512 +)))|(% colspan="2" %)(% colspan="1" %) 140 140 ((( 141 141 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 142 142 ))) 143 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)516 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 144 144 ((( 145 145 //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.// 146 146 ))) ... ... @@ -150,11 +150,11 @@ 150 150 )))|(% colspan="1" %)(% colspan="1" %) 151 151 ((( 152 152 3.0 Beta 5 153 -)))|(% colspan=" 1" %)(% colspan="1" %)526 +)))|(% colspan="2" %)(% colspan="1" %) 154 154 ((( 155 155 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 156 156 ))) 157 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)530 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 158 158 ((( 159 159 //Before the change, positions are relative to $dockingbay.parent. 160 160 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -165,11 +165,11 @@ 165 165 )))|(% colspan="1" %)(% colspan="1" %) 166 166 ((( 167 167 3.0 Beta 2 168 -)))|(% colspan=" 1" %)(% colspan="1" %)541 +)))|(% colspan="2" %)(% colspan="1" %) 169 169 ((( 170 170 Support for entity flag "**skillsvisible**" dropped 171 171 ))) 172 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)545 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 173 173 ((( 174 174 //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().// 175 175 ))) ... ... @@ -177,10 +177,10 @@ 177 177 Scripts 178 178 )))|((( 179 179 3.0 Beta 2 180 -)))|((( 553 +)))|(% colspan="2" %)((( 181 181 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 182 182 ))) 183 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)556 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 184 184 ((( 185 185 //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. 186 186 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. ... ... @@ -193,11 +193,11 @@ 193 193 )))|(% colspan="1" %)(% colspan="1" %) 194 194 ((( 195 195 3.0 Beta 1 196 -)))|(% colspan=" 1" %)(% colspan="1" %)569 +)))|(% colspan="2" %)(% colspan="1" %) 197 197 ((( 198 198 **MissionBoard** support dropped 199 199 ))) 200 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)573 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 201 201 ((( 202 202 //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.// 203 203 ))) ... ... @@ -205,10 +205,10 @@ 205 205 Job/God 206 206 )))|((( 207 207 3.0 Beta 1 208 -)))|((( 581 +)))|(% colspan="2" %)((( 209 209 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 210 210 ))) 211 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)584 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 212 212 ((( 213 213 //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.// 214 214 ))) ... ... @@ -218,11 +218,11 @@ 218 218 )))|(% colspan="1" %)(% colspan="1" %) 219 219 ((( 220 220 3.0 Beta 1 221 -)))|(% colspan=" 1" %)(% colspan="1" %)594 +)))|(% colspan="2" %)(% colspan="1" %) 222 222 ((( 223 223 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 224 224 ))) 225 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)598 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 226 226 ((( 227 227 //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.// 228 228 ))) ... ... @@ -232,11 +232,11 @@ 232 232 )))|(% colspan="1" %)(% colspan="1" %) 233 233 ((( 234 234 3.0 Beta 1 235 -)))|(% colspan=" 1" %)(% colspan="1" %)608 +)))|(% colspan="2" %)(% colspan="1" %) 236 236 ((( 237 237 Script action **<set_doors_locked/>** attribute **'group'** changed 238 238 ))) 239 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)612 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 240 240 ((( 241 241 //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.// 242 242 ))) ... ... @@ -246,11 +246,11 @@ 246 246 )))|(% colspan="1" %)(% colspan="1" %) 247 247 ((( 248 248 3.0 Beta 1 249 -)))|(% colspan=" 1" %)(% colspan="1" %)622 +)))|(% colspan="2" %)(% colspan="1" %) 250 250 ((( 251 251 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 252 252 ))) 253 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)626 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 254 254 ((( 255 255 //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.// 256 256 ))) ... ... @@ -260,11 +260,11 @@ 260 260 )))|(% colspan="1" %)(% colspan="1" %) 261 261 ((( 262 262 3.0 Beta 1 263 -)))|(% colspan=" 1" %)(% colspan="1" %)636 +)))|(% colspan="2" %)(% colspan="1" %) 264 264 ((( 265 265 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 266 266 ))) 267 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)640 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 268 268 ((( 269 269 //These actions had no effect and were removed.// 270 270 ))) ... ... @@ -274,11 +274,11 @@ 274 274 )))|(% colspan="1" %)(% colspan="1" %) 275 275 ((( 276 276 3.0 Beta 1 277 -)))|(% colspan=" 1" %)(% colspan="1" %)650 +)))|(% colspan="2" %)(% colspan="1" %) 278 278 ((( 279 279 **<setup_conversation_minigame/>** script action removed 280 280 ))) 281 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)654 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 282 282 ((( 283 283 //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.// 284 284 ))) ... ... @@ -288,11 +288,11 @@ 288 288 )))|(% colspan="1" %)(% colspan="1" %) 289 289 ((( 290 290 3.0 Beta 1 291 -)))|(% colspan=" 1" %)(% colspan="1" %)664 +)))|(% colspan="2" %)(% colspan="1" %) 292 292 ((( 293 293 <add_player_choice_*> **confidence** attribute removed 294 294 ))) 295 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)668 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 296 296 ((( 297 297 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 298 298 ))) ... ... @@ -302,11 +302,11 @@ 302 302 )))|(% colspan="1" %)(% colspan="1" %) 303 303 ((( 304 304 3.0 Beta 1 305 -)))|(% colspan=" 1" %)(% colspan="1" %)678 +)))|(% colspan="2" %)(% colspan="1" %) 306 306 ((( 307 307 **<hack_via_control_panel/>** script action removed 308 308 ))) 309 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)682 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 310 310 ((( 311 311 //Unused script action <hack_via_control_panel/> was removed.// 312 312 ))) ... ... @@ -316,11 +316,11 @@ 316 316 )))|(% colspan="1" %)(% colspan="1" %) 317 317 ((( 318 318 3.0 Beta 1 319 -)))|(% colspan=" 1" %)(% colspan="1" %)692 +)))|(% colspan="2" %)(% colspan="1" %) 320 320 ((( 321 321 **Lua: **GetMiniGameCursorPosition() removed 322 322 ))) 323 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)696 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 324 324 ((( 325 325 //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.// 326 326 ))) ... ... @@ -328,10 +328,10 @@ 328 328 UI core 329 329 )))|((( 330 330 3.0 Beta 1 331 -)))|((( 704 +)))|(% colspan="2" %)((( 332 332 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 333 333 ))) 334 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)707 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 335 335 ((( 336 336 //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.// 337 337 ))) ... ... @@ -341,11 +341,11 @@ 341 341 )))|(% colspan="1" %)(% colspan="1" %) 342 342 ((( 343 343 3.0 Beta 1 344 -)))|(% colspan=" 1" %)(% colspan="1" %)717 +)))|(% colspan="2" %)(% colspan="1" %) 345 345 ((( 346 346 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 347 347 ))) 348 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)721 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 349 349 ((( 350 350 //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.// 351 351 ))) ... ... @@ -355,11 +355,11 @@ 355 355 )))|(% colspan="1" %)(% colspan="1" %) 356 356 ((( 357 357 3.0 Beta 1 358 -)))|(% colspan=" 1" %)(% colspan="1" %)731 +)))|(% colspan="2" %)(% colspan="1" %) 359 359 ((( 360 360 **$ware.illegal** updated 361 361 ))) 362 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 363 363 ((( 364 364 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 365 365 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -370,11 +370,11 @@ 370 370 )))|(% colspan="1" %)(% colspan="1" %) 371 371 ((( 372 372 3.0 Beta 1 373 -)))|(% colspan=" 1" %)(% colspan="1" %)746 +)))|(% colspan="2" %)(% colspan="1" %) 374 374 ((( 375 375 MD script **RML_Flight_Along_Path** removed 376 376 ))) 377 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)750 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 378 378 ((( 379 379 //The MD script RML_Flight_Along_Path was not referened and was removed.// 380 380 ))) ... ... @@ -384,11 +384,11 @@ 384 384 )))|(% colspan="1" %)(% colspan="1" %) 385 385 ((( 386 386 3.0 Beta 1 387 -)))|(% colspan=" 1" %)(% colspan="1" %)760 +)))|(% colspan="2" %)(% colspan="1" %) 388 388 ((( 389 389 parameters of **<event_venture_mission_completed/>** changed 390 390 ))) 391 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)764 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 392 392 ((( 393 393 //old params: param = venture details, param2 = ships involved, param3 = duration// 394 394 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -397,11 +397,11 @@ 397 397 Scripts 398 398 )))|((( 399 399 3.0 Beta 1 400 -)))|((( 773 +)))|(% colspan="2" %)((( 401 401 **<set_object_wing_name/>** removed, 402 402 **<set_object_fleet_name/>** added 403 403 ))) 404 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)777 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 405 405 ((( 406 406 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 407 407 ))) ... ... @@ -409,15 +409,15 @@ 409 409 Scripts 410 410 )))|((( 411 411 3.0 Beta 1 412 -)))|((( 785 +)))|(% colspan="2" %)((( 413 413 **$controllable.wing.*** removed, 414 414 **$controllable.fleet.*** added 415 415 ))) 416 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)789 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 417 417 ((( 418 418 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 419 419 ))) 420 -|(% colspan=" 3" %)(% colspan="3" %)793 +|(% colspan="4" %)(% colspan="3" %) 421 421 ((( 422 422 == 2.60 == 423 423 ))) ... ... @@ -425,10 +425,10 @@ 425 425 Scripts 426 426 )))|((( 427 427 2.60 Beta 1 428 -)))|((( 801 +)))|(% colspan="2" %)((( 429 429 '**checkoperational**' filter behaviour changed 430 430 ))) 431 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)804 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 432 432 ((( 433 433 //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.// 434 434 ... ... @@ -438,14 +438,14 @@ 438 438 Scripts 439 439 )))|((( 440 440 2.60 Beta 1 441 -)))|((( 814 +)))|(% colspan="2" %)((( 442 442 $container.**supplyresources** behavior changed 443 443 ))) 444 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)817 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 445 445 ((( 446 446 //The script keyword $container.supplyresources now includes reserved wares.// 447 447 ))) 448 -|(% colspan=" 3" %)(% colspan="3" %)821 +|(% colspan="4" %)(% colspan="3" %) 449 449 ((( 450 450 == 2.20 == 451 451 ))) ... ... @@ -455,17 +455,16 @@ 455 455 )))|(% colspan="1" %)(% colspan="1" %) 456 456 ((( 457 457 2.20 Beta 3/4 458 -)))|(% colspan=" 1" %)(% colspan="1" %)831 +)))|(% colspan="2" %)(% colspan="1" %) 459 459 ((( 460 460 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 461 461 ))) 462 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)835 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 463 463 ((( 464 464 //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. 465 465 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.// 466 466 467 -//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. 468 -// 840 +//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.// 469 469 ))) 470 470 |(% colspan="1" %)(% colspan="1" %) 471 471 ((( ... ... @@ -473,15 +473,15 @@ 473 473 )))|(% colspan="1" %)(% colspan="1" %) 474 474 ((( 475 475 2.20 Beta 3 476 -)))|(% colspan=" 1" %)(% colspan="1" %)848 +)))|(% colspan="2" %)(% colspan="1" %) 477 477 ((( 478 478 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 479 479 ))) 480 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)852 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 481 481 ((( 482 482 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 483 483 ))) 484 -|(% colspan=" 3" %)(% colspan="3" %)856 +|(% colspan="4" %)(% colspan="3" %) 485 485 ((( 486 486 == 2.00 == 487 487 ))) ... ... @@ -491,11 +491,11 @@ 491 491 )))|(% colspan="1" %)(% colspan="1" %) 492 492 ((( 493 493 2.00 Beta 1 494 -)))|(% colspan=" 1" %)(% colspan="1" %)866 +)))|(% colspan="2" %)(% colspan="1" %) 495 495 ((( 496 496 **<event_build_finished/> **param2 now returns null instead of a construction sequence 497 497 ))) 498 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)870 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 499 499 ((( 500 500 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 501 501 ))) ... ... @@ -505,11 +505,11 @@ 505 505 )))|(% colspan="1" %)(% colspan="1" %) 506 506 ((( 507 507 2.00 Beta 1 508 -)))|(% colspan=" 1" %)(% colspan="1" %)880 +)))|(% colspan="2" %)(% colspan="1" %) 509 509 ((( 510 510 **param.boarding.{...}** strength parameters removed 511 511 ))) 512 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)884 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 513 513 ((( 514 514 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 515 515 ))) ... ... @@ -519,11 +519,11 @@ 519 519 )))|(% colspan="1" %)(% colspan="1" %) 520 520 ((( 521 521 2.00 Beta 1 522 -)))|(% colspan=" 1" %)(% colspan="1" %)894 +)))|(% colspan="2" %)(% colspan="1" %) 523 523 ((( 524 524 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 525 525 ))) 526 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)898 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 527 527 ((( 528 528 //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.// 529 529 ))) ... ... @@ -531,10 +531,10 @@ 531 531 UI extensions 532 532 )))|((( 533 533 2.00 Beta 1 534 -)))|((( 906 +)))|(% colspan="2" %)((( 535 535 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 536 536 ))) 537 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)909 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 538 538 ((( 539 539 //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.// 540 540 ))) ... ... @@ -542,10 +542,10 @@ 542 542 UI extensions 543 543 )))|((( 544 544 2.00 Beta 1 545 -)))|((( 917 +)))|(% colspan="2" %)((( 546 546 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 547 547 ))) 548 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)920 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 549 549 ((( 550 550 //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.// 551 551 //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.// ... ... @@ -554,10 +554,10 @@ 554 554 Scripts 555 555 )))|((( 556 556 2.00 Beta 1 557 -)))|((( 929 +)))|(% colspan="2" %)((( 558 558 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 559 559 ))) 560 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)932 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 561 561 ((( 562 562 //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.// 563 563 ))) ... ... @@ -565,10 +565,10 @@ 565 565 Scripts 566 566 )))|((( 567 567 2.00 Beta 1 568 -)))|((( 940 +)))|(% colspan="2" %)((( 569 569 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 570 570 ))) 571 -|(% 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="3" data-highlight-colour="grey" %) 572 572 ((( 573 573 //For prior behavior, check for event.param being non-null.// 574 574 ))) ... ... @@ -576,10 +576,10 @@ 576 576 AI Scripts 577 577 )))|((( 578 578 2.00 Beta 1 579 -)))|((( 951 +)))|(% colspan="2" %)((( 580 580 **<shoot/>/<shoot_at/>** attribute changes. 581 581 ))) 582 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)954 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 583 583 ((( 584 584 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 585 585 //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.// ... ... @@ -591,10 +591,10 @@ 591 591 UI extensions 592 592 )))|((( 593 593 2.00 Beta 1 594 -)))|((( 595 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. (% class="confluenceTd" %)966 +)))|(% colspan="2" %)((( 967 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 596 596 ))) 597 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)969 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 598 598 ((( 599 599 //Added possibility to query build tasks of a certain buildmodule.// 600 600 ))) ... ... @@ -602,10 +602,10 @@ 602 602 UI extensions 603 603 )))|((( 604 604 2.00 Beta 1 605 -)))|((( 977 +)))|(% colspan="2" %)((( 606 606 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 607 607 ))) 608 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)980 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 609 609 ((( 610 610 //Added list of resources a buildmodule needs to build.// 611 611 ))) ... ... @@ -613,10 +613,10 @@ 613 613 UI extensions 614 614 )))|((( 615 615 2.00 Beta 1 616 -)))|((( 617 - (% 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);" %)988 +)))|(% colspan="2" %)((( 989 +**Lua: CalculateTotalHullFraction() **was removed. 618 618 ))) 619 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)991 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 620 620 ((( 621 621 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 622 622 ))) ... ... @@ -624,14 +624,14 @@ 624 624 UI extensions 625 625 )))|((( 626 626 2.00 Beta 1 627 -)))|((( 628 -**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" %)999 +)))|(% colspan="2" %)((( 1000 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 629 629 ))) 630 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1002 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 631 631 ((( 632 632 //Changed return value type to const char* to better identify failure reasons in Lua script.// 633 633 ))) 634 -|(% colspan=" 3" %)(% colspan="3" %)1006 +|(% colspan="4" %)(% colspan="3" %) 635 635 ((( 636 636 == 1.50 == 637 637 ))) ... ... @@ -639,10 +639,10 @@ 639 639 UI extensions 640 640 )))|((( 641 641 1.50 Beta 3 642 -)))|((( 643 -**Lua: GetComponentData() **changed behavior of "docksizes" propert ly.(% class="confluenceTd" %)1014 +)))|(% colspan="2" %)((( 1015 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 644 644 ))) 645 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1017 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 646 646 ((( 647 647 //The "docksizes" property no longer includes internal ship storage docks.// 648 648 ))) ... ... @@ -650,10 +650,10 @@ 650 650 All 651 651 )))|((( 652 652 1.50 Beta 2 653 -)))|((( 1025 +)))|(% colspan="2" %)((( 654 654 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 655 655 ))) 656 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1028 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 657 657 ((( 658 658 //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".// 659 659 ... ... @@ -665,10 +665,10 @@ 665 665 UI extensions 666 666 )))|((( 667 667 1.50 Beta 2 668 -)))|((( 669 -**FFI: UpgradeGroupInfo **datatype was changed. (% class="confluenceTd" %)1040 +)))|(% colspan="2" %)((( 1041 +**FFI: UpgradeGroupInfo **datatype was changed. 670 670 ))) 671 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1043 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 672 672 ((( 673 673 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 674 674 ))) ... ... @@ -678,14 +678,13 @@ 678 678 )))|(% colspan="1" %)(% colspan="1" %) 679 679 ((( 680 680 1.50 Beta 1 681 -)))|(% colspan=" 1" %)(% colspan="1" %)1053 +)))|(% colspan="2" %)(% colspan="1" %) 682 682 ((( 683 683 **FFI: SetGuidance()** removed useinfopoint argument. 684 684 ))) 685 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1057 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 686 686 ((( 687 -//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. 688 -// 1059 +//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.// 689 689 690 690 //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 691 691 ))) ... ... @@ -693,14 +693,14 @@ 693 693 UI extensions 694 694 )))|((( 695 695 1.50 Beta 1 696 -)))|((( 697 -**FFI: CancelConstruction() **changed its return value. (% class="confluenceTd" %)1067 +)))|(% colspan="2" %)((( 1068 +**FFI: CancelConstruction() **changed its return value. 698 698 ))) 699 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1070 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 700 700 ((( 701 - (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //1072 +//CancelConstruction() now returns if the cancellation was successful. // 702 702 ))) 703 -|(% colspan=" 3" %)(% colspan="3" %)1074 +|(% colspan="4" %)(% colspan="3" %) 704 704 ((( 705 705 == 1.32 == 706 706 ))) ... ... @@ -708,14 +708,14 @@ 708 708 UI extensions 709 709 )))|((( 710 710 1.32 711 -)))|((( 1082 +)))|(% colspan="2" %)((( 712 712 **Lua: GetComponentData() **removed the "nextdestname" property. 713 713 ))) 714 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1085 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 715 715 ((( 716 716 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 717 717 ))) 718 -|(% colspan=" 3" %)(% colspan="3" %)1089 +|(% colspan="4" %)(% colspan="3" %) 719 719 ((( 720 720 == 1.20 == 721 721 ))) ... ... @@ -723,10 +723,10 @@ 723 723 UI extensions 724 724 )))|((( 725 725 1.20 726 -)))|((( 727 -**FFI: GetAAOption()** got a new "useconfig" parameter. (% class="confluenceTd" %)1097 +)))|(% colspan="2" %)((( 1098 +**FFI: GetAAOption()** got a new "useconfig" parameter. 728 728 ))) 729 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 730 730 ((( 731 -//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.//1102 +//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.// 732 732 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 91949219/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577854/Breaking Changes