Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 64.1
edited by florian
on 2020/05/04 10:53
on 2020/05/04 10:53
Change comment:
There is no comment for this version
To version 124.3
edited by Klaus Meyer
on 2025/01/07 16:38
on 2025/01/07 16:38
Change comment:
There is no comment for this version
Summary
-
Page properties (3 modified, 0 added, 0 removed)
-
Objects (0 modified, 0 added, 1 removed)
Details
- Page properties
-
- Parent
-
... ... @@ -1,0 +1,1 @@ 1 +X4 Foundations Wiki.Modding Support.WebHome - Author
-
... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. florian1 +xwiki:XWiki.Klaus - Content
-
... ... @@ -4,13 +4,13 @@ 4 4 The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4. 5 5 Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue. 6 6 7 -{{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. ... ... @@ -18,45 +18,484 @@ 18 18 19 19 = Breaking Changes = 20 20 21 -|=((( 22 -Type 23 -)))|=((( 24 -Version 25 -)))|=((( 26 -Summary 21 +{{toc scope="LOCAL" start="3"/}} 22 + 23 +=== Version 7.50 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Faction sRelations|(% colspan="1" style="width:119px" %) |(% colspan="2" style="width:1625px" %) 27 +|(% colspan="4" style="width:117px" %)ssss 28 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 29 +|(% colspan="7" style="width:117px" %)((( 30 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 27 27 ))) 28 -|(% colspan="3" %)(% colspan="3" %) 32 + 33 +=== Version 7.00 === 34 + 35 + 36 +(% class="table-striped" %) 37 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 38 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.// 39 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 40 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 41 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 42 +|(% colspan="4" style="width:117px" %)((( 43 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.// 44 +))) 45 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 46 +|(% colspan="4" style="width:117px" %)((( 47 +//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**// 48 +))) 49 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures. 50 +|(% colspan="4" style="width:117px" %)((( 51 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference// 52 +))) 53 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 29 29 ((( 30 -== 3.20 == 55 +Scripts 56 +)))|(% colspan="1" style="width:119px" %)((( 57 +7.00 Beta 1 58 +)))|(% colspan="2" style="width:1625px" %)((( 59 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 31 31 ))) 61 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 62 +((( 63 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 64 +))) 65 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 66 +((( 67 +UI extensions 68 +)))|(% colspan="1" style="width:119px" %)((( 69 +7.00 Beta 1 70 +)))|(% colspan="2" style="width:1625px" %)((( 71 +**FFI**: RemoveBuildPlot() changed 72 +))) 73 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 74 +((( 75 +// 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.// 76 +))) 77 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 78 +((( 79 +Assets 80 +)))|(% colspan="1" style="width:119px" %)((( 81 +7.00 Beta 1 82 +)))|(% colspan="2" style="width:1625px" %)((( 83 +**Some Split DLC materials moved to base game** 84 +))) 85 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 86 +((( 87 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 88 +))) 89 + 90 +=== Version 6.00 === 91 + 92 +(% class="table-striped" %) 32 32 |((( 94 +Libraries 95 +)))|((( 96 +6.00 Beta 7 97 +)))|(% colspan="2" %)((( 98 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 99 +))) 100 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 101 +((( 102 +//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.// 103 + 104 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 105 +))) 106 +|(% colspan="1" %)(% colspan="1" %) 107 +((( 33 33 Scripts 109 +)))|(% colspan="1" %)(% colspan="1" %) 110 +((( 111 +6.00 Beta 4 112 +)))|(% colspan="2" %)(% colspan="1" %) 113 +((( 114 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 115 +))) 116 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 117 +((( 118 +//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. // 119 + 120 +//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.// 121 +))) 122 +|(% colspan="1" %)(% colspan="1" %) 123 +((( 124 +Scripts 125 +)))|(% colspan="1" %)(% colspan="1" %) 126 +((( 127 +6.00 Beta 3 128 +)))|(% colspan="2" %)(% colspan="1" %) 129 +((( 130 +Changed result of **<find_object_surface>** action in the case of a failure 131 +))) 132 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 133 +((( 134 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 135 + 136 +//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.// 137 + 138 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 139 +))) 140 +|(% colspan="1" %)(% colspan="1" %) 141 +((( 142 +Scripts 143 +)))|(% colspan="1" %)(% colspan="1" %) 144 +((( 145 +6.00 Beta 1 146 +)))|(% colspan="2" %)(% colspan="1" %) 147 +((( 148 +Behaviour change for **<match_dock>** script component filter 149 +))) 150 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 151 +((( 152 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 153 +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.// 154 +))) 155 +|(% colspan="1" %)(% colspan="1" %) 156 +((( 157 +Scripts 158 +)))|(% colspan="1" %)(% colspan="1" %) 159 +((( 160 +6.00 Beta 1 161 +)))|(% colspan="2" %)(% colspan="1" %) 162 +((( 163 +Changed result attribute location for **<get_attackstrength>** 164 +))) 165 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 166 +((( 167 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 168 +))) 169 +|((( 170 +Assets 34 34 )))|((( 35 -3.20 Beta 1 172 +6.00 Beta 1 173 +)))|(% colspan="2" %)((( 174 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 175 +))) 176 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 177 +((( 178 +//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. 179 +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.// 180 +))) 181 +|(% colspan="1" %)(% colspan="1" %) 182 +((( 183 +Scripts 184 +)))|(% colspan="1" %)(% colspan="1" %) 185 +((( 186 +6.00 Beta 1 187 +)))|(% colspan="2" %)(% colspan="1" %) 188 +((( 189 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 190 +))) 191 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 192 +((( 193 +//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.// 194 +))) 195 +|((( 196 +Scripts 36 36 )))|((( 198 +6.00 Beta 1 199 +)))|(% colspan="2" %)((( 200 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 201 +))) 202 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 203 +((( 204 +//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.// 205 +))) 206 +|((( 207 +Cutscenes 208 +)))|((( 209 +6.00 Beta 1 210 +)))|(% colspan="2" %)((( 211 +Changed behaviour of **<angles>** in cutscenes 212 +))) 213 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 214 +((( 215 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 216 +))) 217 + 218 +---- 219 + 220 +=== Version 5.00 === 221 + 222 +(% class="table-striped" %) 223 +|((( 224 +Parameters 225 +)))|((( 226 +5.00 Beta 1 227 +)))|(% colspan="2" %)((( 228 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 229 +))) 230 +|(% colspan="7" %)(% colspan="3" %) 231 +((( 232 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 233 +))) 234 + 235 +---- 236 + 237 +=== Version 4.10 === 238 + 239 +(% class="table-striped" %) 240 +|(% colspan="1" %)(% colspan="1" %) 241 +((( 242 +UI extensions 243 +)))|(% colspan="1" %)(% colspan="1" %) 244 +((( 245 +4.10 Beta 7 246 +)))|(% colspan="2" %)(% colspan="1" %) 247 +((( 248 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 249 +))) 250 +|(% colspan="4" %)(% colspan="3" %) 251 +((( 252 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 253 +))) 254 +|(% colspan="1" %)(% colspan="1" %) 255 +((( 256 +UI extensions 257 +)))|(% colspan="1" %)(% colspan="1" %) 258 +((( 259 +4.10 Beta 6 260 +)))|(% colspan="2" %)(% colspan="1" %) 261 +((( 262 +**FFI**: CustomGameStartPlayerProperty2 changed 263 +))) 264 +|(% colspan="4" %)(% colspan="3" %) 265 +((( 266 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 267 +))) 268 +|(% colspan="1" %)(% colspan="1" %) 269 +((( 270 +Parameters 271 +)))|(% colspan="1" %)(% colspan="1" %) 272 +((( 273 +4.10 Beta 3 274 +)))|(% colspan="2" %)(% colspan="1" %) 275 +((( 276 +Renamed **<stationinfobox>** to **<infobox>** 277 +))) 278 +|(% colspan="4" %)(% colspan="3" %) 279 +((( 280 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 281 +))) 282 +|(% colspan="1" %)(% colspan="1" %) 283 +((( 284 +UI extensions 285 +)))|(% colspan="1" %)(% colspan="1" %) 286 +((( 287 +4.10 Beta 2 288 +)))|(% colspan="2" %)(% colspan="1" %) 289 +((( 290 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 291 +))) 292 +|(% colspan="4" %)(% colspan="3" %) 293 +((( 294 +//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.// 295 +))) 296 +|((( 297 +UI extensions 298 +)))|((( 299 +4.10 Beta 2 300 +)))|(% colspan="2" %)((( 301 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 302 +))) 303 +|(% colspan="4" %)(% colspan="3" %) 304 +((( 305 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 306 +))) 307 +|((( 308 +Scripts 309 +)))|((( 310 +4.10 Beta 1 311 +)))|(% colspan="2" %)((( 312 +People related attributes of mission** <delivery> **node moved 313 +))) 314 +|(% colspan="4" %)(% colspan="3" %) 315 +((( 316 +//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.// 317 +))) 318 +|(% colspan="1" %)(% colspan="1" %) 319 +((( 320 +Scripts 321 +)))|(% colspan="1" %)(% colspan="1" %) 322 +((( 323 +4.10 Beta 1 324 +)))|(% colspan="2" %)(% colspan="1" %) 325 +((( 326 +**$destructible.productions** replaced with $defensible.productions 327 +))) 328 +|(% colspan="4" %)(% colspan="3" %) 329 +((( 330 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 331 +))) 332 +|((( 333 +Scripts 334 +)))|((( 335 +4.10 Beta 1 336 +)))|(% colspan="2" %)((( 337 +Removed script property **$object.spawnsourceseed** 338 +))) 339 +|(% colspan="4" %)(% colspan="3" %) 340 +((( 341 +//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.// 342 +))) 343 + 344 +---- 345 + 346 +=== Version 4.00 === 347 + 348 +(% class="table-striped" %) 349 +|(% colspan="1" %)(% colspan="1" %) 350 +((( 351 +UI core 352 +)))|(% colspan="1" %)(% colspan="1" %) 353 +((( 354 +4.00 Beta 10 355 +)))|(% colspan="2" %)(% colspan="1" %) 356 +((( 357 +Controlled ship can change without a **gameplanchange-event** occurring. 358 +))) 359 +|(% colspan="4" %)(% colspan="3" %) 360 +((( 361 +//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). 362 +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.// 363 +))) 364 +|((( 365 +Scripts 366 +)))|((( 367 +4.00 Beta 7 368 +)))|(% colspan="2" %)((( 369 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 370 +))) 371 +|(% colspan="4" %)(% colspan="3" %) 372 +((( 373 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 374 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 375 +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// 376 +))) 377 +|(% colspan="1" %)(% colspan="1" %) 378 +((( 379 +UI core 380 +)))|(% colspan="1" %)(% colspan="1" %) 381 +((( 382 +4.00 Beta 6 383 +)))|(% colspan="2" %)(% colspan="1" %) 384 +((( 385 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 386 +))) 387 +|(% colspan="4" %)(% colspan="3" %) 388 +((( 389 +//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. 390 +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).// 391 + 392 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 393 +))) 394 +|(% colspan="1" %)(% colspan="1" %) 395 +((( 396 +UI core 397 +)))|(% colspan="1" %)(% colspan="1" %) 398 +((( 399 +4.00 Beta 5 400 +)))|(% colspan="2" %)(% colspan="1" %) 401 +((( 402 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 403 +))) 404 +|(% colspan="4" %)(% colspan="3" %) 405 +((( 406 +//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.// 407 + 408 +//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). 409 +))) 410 +|((( 411 +Parameters 412 +)))|((( 413 +4.00 Beta 1 414 +)))|(% colspan="2" %)((( 415 +**requiresconstructionvessel** parameter moved 416 +))) 417 +|(% colspan="4" %)(% colspan="3" %) 418 +((( 419 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 420 +))) 421 +|((( 422 +Scripts 423 +)))|((( 424 +4.00 Beta 1 425 +)))|(% colspan="2" %)((( 426 +Changed behaviour of **gatedistance** script property 427 +))) 428 +|(% colspan="4" %)(% colspan="3" %) 429 +((( 430 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 431 +))) 432 + 433 +---- 434 + 435 +=== Version 3.30 === 436 + 437 +(% class="table-striped" %) 438 +|((( 439 +UI extensions 440 +)))|((( 441 +3.30 Beta 3 442 +)))|(% colspan="2" %)((( 443 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 444 +))) 445 +|(% colspan="7" %)(% colspan="3" %) 446 +((( 447 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 448 +))) 449 + 450 +---- 451 + 452 +=== Version 3.20 === 453 + 454 +(% class="table-striped" %) 455 +|((( 456 +Scripts 457 +)))|((( 458 +3.20 Beta 1 459 +)))|(% colspan="2" %)((( 37 37 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 38 38 ))) 39 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)462 +|(% colspan="4" %)(% colspan="3" %) 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 ))) 468 +|(% colspan="1" %)(% colspan="1" %) 469 +((( 470 +Scripts 471 +)))|(% colspan="1" %)(% colspan="1" %) 472 +((( 473 +3.20 Beta 1 474 +)))|(% colspan="2" %)(% colspan="1" %) 475 +((( 476 +Removed script property $trade.**restriction.faction** 477 +))) 478 +|(% colspan="4" %)(% colspan="3" %) 479 +((( 480 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 481 +))) 45 45 |((( 46 46 UI extensions 47 47 )))|((( 48 48 3.20 Beta 1 49 -)))|((( 486 +)))|(% colspan="2" %)((( 50 50 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 51 51 ))) 52 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)489 +|(% colspan="4" %)(% colspan="3" %) 53 53 ((( 54 54 //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.// 55 55 ))) 56 -|(% colspan="3" %)(% colspan="3" %) 57 -((( 58 -== 3.10 == 59 -))) 493 + 494 +---- 495 + 496 +=== Version 3.10 === 497 + 498 +(% class="table-striped" %) 60 60 |(% colspan="1" %)(% colspan="1" %) 61 61 ((( 62 62 Scripts ... ... @@ -63,18 +63,20 @@ 63 63 )))|(% colspan="1" %)(% colspan="1" %) 64 64 ((( 65 65 3.10 Beta 1 66 -)))|(% colspan=" 1" %)(% colspan="1" %)505 +)))|(% colspan="2" %)(% colspan="1" %) 67 67 ((( 68 68 Removed script action **<add_build/>** 69 69 ))) 70 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)509 +|(% colspan="7" %)(% colspan="3" %) 71 71 ((( 72 72 //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.// 73 73 ))) 74 -|(% colspan="3" %)(% colspan="3" %) 75 -((( 76 -== 3.00 == 77 -))) 513 + 514 +---- 515 + 516 +=== Version 3.00 === 517 + 518 +(% class="table-striped" %) 78 78 |(% colspan="1" %)(% colspan="1" %) 79 79 ((( 80 80 Scripts ... ... @@ -81,11 +81,11 @@ 81 81 )))|(% colspan="1" %)(% colspan="1" %) 82 82 ((( 83 83 3.0 Beta 6 84 -)))|(% colspan=" 1" %)(% colspan="1" %)525 +)))|(% colspan="2" %)(% colspan="1" %) 85 85 ((( 86 86 Changed behaviour of script action **<get_suitable_job/>** 87 87 ))) 88 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)529 +|(% colspan="4" %)(% colspan="3" %) 89 89 ((( 90 90 //<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.// 91 91 ))) ... ... @@ -95,11 +95,11 @@ 95 95 )))|(% colspan="1" %)(% colspan="1" %) 96 96 ((( 97 97 3.0 Beta 6 98 -)))|(% colspan=" 1" %)(% colspan="1" %)539 +)))|(% colspan="2" %)(% colspan="1" %) 99 99 ((( 100 100 Changed behaviour of script action **<get_ware_definition/>** 101 101 ))) 102 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)543 +|(% colspan="4" %)(% colspan="3" %) 103 103 ((( 104 104 //<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.// 105 105 ))) ... ... @@ -109,13 +109,13 @@ 109 109 )))|(% colspan="1" %)(% colspan="1" %) 110 110 ((( 111 111 3.0 Beta 5 112 -)))|(% colspan=" 1" %)(% colspan="1" %)553 +)))|(% colspan="2" %)(% colspan="1" %) 113 113 ((( 114 114 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 115 115 ))) 116 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)557 +|(% colspan="4" %)(% colspan="3" %) 117 117 ((( 118 -//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.) \\559 +//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.) 119 119 120 120 //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).// 121 121 ))) ... ... @@ -125,11 +125,11 @@ 125 125 )))|(% colspan="1" %)(% colspan="1" %) 126 126 ((( 127 127 3.0 Beta 5 128 -)))|(% colspan=" 1" %)(% colspan="1" %)569 +)))|(% colspan="2" %)(% colspan="1" %) 129 129 ((( 130 130 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 131 131 ))) 132 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)573 +|(% colspan="4" %)(% colspan="3" %) 133 133 ((( 134 134 //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.// 135 135 ))) ... ... @@ -139,11 +139,11 @@ 139 139 )))|(% colspan="1" %)(% colspan="1" %) 140 140 ((( 141 141 3.0 Beta 5 142 -)))|(% colspan=" 1" %)(% colspan="1" %)583 +)))|(% colspan="2" %)(% colspan="1" %) 143 143 ((( 144 144 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 145 145 ))) 146 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)587 +|(% colspan="4" %)(% colspan="3" %) 147 147 ((( 148 148 //Before the change, positions are relative to $dockingbay.parent. 149 149 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -154,11 +154,11 @@ 154 154 )))|(% colspan="1" %)(% colspan="1" %) 155 155 ((( 156 156 3.0 Beta 2 157 -)))|(% colspan=" 1" %)(% colspan="1" %)598 +)))|(% colspan="2" %)(% colspan="1" %) 158 158 ((( 159 159 Support for entity flag "**skillsvisible**" dropped 160 160 ))) 161 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)602 +|(% colspan="4" %)(% colspan="3" %) 162 162 ((( 163 163 //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().// 164 164 ))) ... ... @@ -166,10 +166,10 @@ 166 166 Scripts 167 167 )))|((( 168 168 3.0 Beta 2 169 -)))|((( 610 +)))|(% colspan="2" %)((( 170 170 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 171 171 ))) 172 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)613 +|(% colspan="4" %)(% colspan="3" %) 173 173 ((( 174 174 //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. 175 175 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. ... ... @@ -182,11 +182,11 @@ 182 182 )))|(% colspan="1" %)(% colspan="1" %) 183 183 ((( 184 184 3.0 Beta 1 185 -)))|(% colspan=" 1" %)(% colspan="1" %)626 +)))|(% colspan="2" %)(% colspan="1" %) 186 186 ((( 187 187 **MissionBoard** support dropped 188 188 ))) 189 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)630 +|(% colspan="4" %)(% colspan="3" %) 190 190 ((( 191 191 //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.// 192 192 ))) ... ... @@ -194,10 +194,10 @@ 194 194 Job/God 195 195 )))|((( 196 196 3.0 Beta 1 197 -)))|((( 638 +)))|(% colspan="2" %)((( 198 198 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 199 199 ))) 200 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)641 +|(% colspan="4" %)(% colspan="3" %) 201 201 ((( 202 202 //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.// 203 203 ))) ... ... @@ -207,11 +207,11 @@ 207 207 )))|(% colspan="1" %)(% colspan="1" %) 208 208 ((( 209 209 3.0 Beta 1 210 -)))|(% colspan=" 1" %)(% colspan="1" %)651 +)))|(% colspan="2" %)(% colspan="1" %) 211 211 ((( 212 212 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 213 213 ))) 214 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)655 +|(% colspan="4" %)(% colspan="3" %) 215 215 ((( 216 216 //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.// 217 217 ))) ... ... @@ -221,11 +221,11 @@ 221 221 )))|(% colspan="1" %)(% colspan="1" %) 222 222 ((( 223 223 3.0 Beta 1 224 -)))|(% colspan=" 1" %)(% colspan="1" %)665 +)))|(% colspan="2" %)(% colspan="1" %) 225 225 ((( 226 226 Script action **<set_doors_locked/>** attribute **'group'** changed 227 227 ))) 228 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)669 +|(% colspan="4" %)(% colspan="3" %) 229 229 ((( 230 230 //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.// 231 231 ))) ... ... @@ -235,11 +235,11 @@ 235 235 )))|(% colspan="1" %)(% colspan="1" %) 236 236 ((( 237 237 3.0 Beta 1 238 -)))|(% colspan=" 1" %)(% colspan="1" %)679 +)))|(% colspan="2" %)(% colspan="1" %) 239 239 ((( 240 240 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 241 241 ))) 242 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)683 +|(% colspan="4" %)(% colspan="3" %) 243 243 ((( 244 244 //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.// 245 245 ))) ... ... @@ -249,11 +249,11 @@ 249 249 )))|(% colspan="1" %)(% colspan="1" %) 250 250 ((( 251 251 3.0 Beta 1 252 -)))|(% colspan=" 1" %)(% colspan="1" %)693 +)))|(% colspan="2" %)(% colspan="1" %) 253 253 ((( 254 254 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 255 255 ))) 256 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)697 +|(% colspan="4" %)(% colspan="3" %) 257 257 ((( 258 258 //These actions had no effect and were removed.// 259 259 ))) ... ... @@ -263,11 +263,11 @@ 263 263 )))|(% colspan="1" %)(% colspan="1" %) 264 264 ((( 265 265 3.0 Beta 1 266 -)))|(% colspan=" 1" %)(% colspan="1" %)707 +)))|(% colspan="2" %)(% colspan="1" %) 267 267 ((( 268 268 **<setup_conversation_minigame/>** script action removed 269 269 ))) 270 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)711 +|(% colspan="4" %)(% colspan="3" %) 271 271 ((( 272 272 //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.// 273 273 ))) ... ... @@ -277,11 +277,11 @@ 277 277 )))|(% colspan="1" %)(% colspan="1" %) 278 278 ((( 279 279 3.0 Beta 1 280 -)))|(% colspan=" 1" %)(% colspan="1" %)721 +)))|(% colspan="2" %)(% colspan="1" %) 281 281 ((( 282 282 <add_player_choice_*> **confidence** attribute removed 283 283 ))) 284 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)725 +|(% colspan="4" %)(% colspan="3" %) 285 285 ((( 286 286 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 287 287 ))) ... ... @@ -291,11 +291,11 @@ 291 291 )))|(% colspan="1" %)(% colspan="1" %) 292 292 ((( 293 293 3.0 Beta 1 294 -)))|(% colspan=" 1" %)(% colspan="1" %)735 +)))|(% colspan="2" %)(% colspan="1" %) 295 295 ((( 296 296 **<hack_via_control_panel/>** script action removed 297 297 ))) 298 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)739 +|(% colspan="4" %)(% colspan="3" %) 299 299 ((( 300 300 //Unused script action <hack_via_control_panel/> was removed.// 301 301 ))) ... ... @@ -305,11 +305,11 @@ 305 305 )))|(% colspan="1" %)(% colspan="1" %) 306 306 ((( 307 307 3.0 Beta 1 308 -)))|(% colspan=" 1" %)(% colspan="1" %)749 +)))|(% colspan="2" %)(% colspan="1" %) 309 309 ((( 310 310 **Lua: **GetMiniGameCursorPosition() removed 311 311 ))) 312 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)753 +|(% colspan="4" %)(% colspan="3" %) 313 313 ((( 314 314 //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.// 315 315 ))) ... ... @@ -317,10 +317,10 @@ 317 317 UI core 318 318 )))|((( 319 319 3.0 Beta 1 320 -)))|((( 761 +)))|(% colspan="2" %)((( 321 321 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 322 322 ))) 323 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)764 +|(% colspan="4" %)(% colspan="3" %) 324 324 ((( 325 325 //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.// 326 326 ))) ... ... @@ -330,11 +330,11 @@ 330 330 )))|(% colspan="1" %)(% colspan="1" %) 331 331 ((( 332 332 3.0 Beta 1 333 -)))|(% colspan=" 1" %)(% colspan="1" %)774 +)))|(% colspan="2" %)(% colspan="1" %) 334 334 ((( 335 335 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 336 336 ))) 337 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)778 +|(% colspan="4" %)(% colspan="3" %) 338 338 ((( 339 339 //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.// 340 340 ))) ... ... @@ -344,11 +344,11 @@ 344 344 )))|(% colspan="1" %)(% colspan="1" %) 345 345 ((( 346 346 3.0 Beta 1 347 -)))|(% colspan=" 1" %)(% colspan="1" %)788 +)))|(% colspan="2" %)(% colspan="1" %) 348 348 ((( 349 349 **$ware.illegal** updated 350 350 ))) 351 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)792 +|(% colspan="4" %)(% colspan="3" %) 352 352 ((( 353 353 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 354 354 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -359,11 +359,11 @@ 359 359 )))|(% colspan="1" %)(% colspan="1" %) 360 360 ((( 361 361 3.0 Beta 1 362 -)))|(% colspan=" 1" %)(% colspan="1" %)803 +)))|(% colspan="2" %)(% colspan="1" %) 363 363 ((( 364 364 MD script **RML_Flight_Along_Path** removed 365 365 ))) 366 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)807 +|(% colspan="4" %)(% colspan="3" %) 367 367 ((( 368 368 //The MD script RML_Flight_Along_Path was not referened and was removed.// 369 369 ))) ... ... @@ -373,11 +373,11 @@ 373 373 )))|(% colspan="1" %)(% colspan="1" %) 374 374 ((( 375 375 3.0 Beta 1 376 -)))|(% colspan=" 1" %)(% colspan="1" %)817 +)))|(% colspan="2" %)(% colspan="1" %) 377 377 ((( 378 378 parameters of **<event_venture_mission_completed/>** changed 379 379 ))) 380 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)821 +|(% colspan="4" %)(% colspan="3" %) 381 381 ((( 382 382 //old params: param = venture details, param2 = ships involved, param3 = duration// 383 383 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -386,11 +386,11 @@ 386 386 Scripts 387 387 )))|((( 388 388 3.0 Beta 1 389 -)))|((( 830 +)))|(% colspan="2" %)((( 390 390 **<set_object_wing_name/>** removed, 391 391 **<set_object_fleet_name/>** added 392 392 ))) 393 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)834 +|(% colspan="4" %)(% colspan="3" %) 394 394 ((( 395 395 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 396 396 ))) ... ... @@ -398,26 +398,28 @@ 398 398 Scripts 399 399 )))|((( 400 400 3.0 Beta 1 401 -)))|((( 842 +)))|(% colspan="2" %)((( 402 402 **$controllable.wing.*** removed, 403 403 **$controllable.fleet.*** added 404 404 ))) 405 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)846 +|(% colspan="4" %)(% colspan="3" %) 406 406 ((( 407 407 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 408 408 ))) 409 -|(% colspan="3" %)(% colspan="3" %) 410 -((( 411 -== 2.60 == 412 -))) 850 + 851 +---- 852 + 853 +=== Version 2.60 === 854 + 855 +(% class="table-striped" %) 413 413 |((( 414 414 Scripts 415 415 )))|((( 416 416 2.60 Beta 1 417 -)))|((( 860 +)))|(% colspan="2" %)((( 418 418 '**checkoperational**' filter behaviour changed 419 419 ))) 420 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)863 +|(% colspan="10" %)(% colspan="3" %) 421 421 ((( 422 422 //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.// 423 423 ... ... @@ -427,17 +427,19 @@ 427 427 Scripts 428 428 )))|((( 429 429 2.60 Beta 1 430 -)))|((( 873 +)))|(% colspan="2" %)((( 431 431 $container.**supplyresources** behavior changed 432 -))) 433 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)875 +)))| | | 876 +|(% colspan="10" %)(% colspan="3" %) 434 434 ((( 435 435 //The script keyword $container.supplyresources now includes reserved wares.// 436 436 ))) 437 -|(% colspan="3" %)(% colspan="3" %) 438 -((( 439 -== 2.20 == 440 -))) 880 + 881 +---- 882 + 883 +=== Version 2.20 === 884 + 885 +(% class="table-striped" %) 441 441 |(% colspan="1" %)(% colspan="1" %) 442 442 ((( 443 443 UI core ... ... @@ -444,17 +444,16 @@ 444 444 )))|(% colspan="1" %)(% colspan="1" %) 445 445 ((( 446 446 2.20 Beta 3/4 447 -)))|(% colspan=" 1" %)(% colspan="1" %)892 +)))|(% colspan="2" %)(% colspan="1" %) 448 448 ((( 449 449 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 450 450 ))) 451 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)896 +|(% colspan="4" %)(% colspan="3" %) 452 452 ((( 453 453 //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. 454 454 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.// 455 455 456 -//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. 457 -// 901 +//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.// 458 458 ))) 459 459 |(% colspan="1" %)(% colspan="1" %) 460 460 ((( ... ... @@ -462,18 +462,20 @@ 462 462 )))|(% colspan="1" %)(% colspan="1" %) 463 463 ((( 464 464 2.20 Beta 3 465 -)))|(% colspan=" 1" %)(% colspan="1" %)909 +)))|(% colspan="2" %)(% colspan="1" %) 466 466 ((( 467 467 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 468 468 ))) 469 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)913 +|(% colspan="4" %)(% colspan="3" %) 470 470 ((( 471 471 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 472 472 ))) 473 -|(% colspan="3" %)(% colspan="3" %) 474 -((( 475 -== 2.00 == 476 -))) 917 + 918 +---- 919 + 920 +=== Version 2.00 === 921 + 922 +(% class="table-striped" %) 477 477 |(% colspan="1" %)(% colspan="1" %) 478 478 ((( 479 479 Scripts ... ... @@ -480,11 +480,11 @@ 480 480 )))|(% colspan="1" %)(% colspan="1" %) 481 481 ((( 482 482 2.00 Beta 1 483 -)))|(% colspan=" 1" %)(% colspan="1" %)929 +)))|(% colspan="2" %)(% colspan="1" %) 484 484 ((( 485 485 **<event_build_finished/> **param2 now returns null instead of a construction sequence 486 486 ))) 487 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)933 +|(% colspan="4" %)(% colspan="3" %) 488 488 ((( 489 489 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 490 490 ))) ... ... @@ -494,11 +494,11 @@ 494 494 )))|(% colspan="1" %)(% colspan="1" %) 495 495 ((( 496 496 2.00 Beta 1 497 -)))|(% colspan=" 1" %)(% colspan="1" %)943 +)))|(% colspan="2" %)(% colspan="1" %) 498 498 ((( 499 499 **param.boarding.{...}** strength parameters removed 500 500 ))) 501 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)947 +|(% colspan="4" %)(% colspan="3" %) 502 502 ((( 503 503 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 504 504 ))) ... ... @@ -508,11 +508,11 @@ 508 508 )))|(% colspan="1" %)(% colspan="1" %) 509 509 ((( 510 510 2.00 Beta 1 511 -)))|(% colspan=" 1" %)(% colspan="1" %)957 +)))|(% colspan="2" %)(% colspan="1" %) 512 512 ((( 513 513 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 514 514 ))) 515 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)961 +|(% colspan="4" %)(% colspan="3" %) 516 516 ((( 517 517 //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.// 518 518 ))) ... ... @@ -520,10 +520,10 @@ 520 520 UI extensions 521 521 )))|((( 522 522 2.00 Beta 1 523 -)))|((( 969 +)))|(% colspan="2" %)((( 524 524 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 525 525 ))) 526 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)972 +|(% colspan="4" %)(% colspan="3" %) 527 527 ((( 528 528 //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.// 529 529 ))) ... ... @@ -531,10 +531,10 @@ 531 531 UI extensions 532 532 )))|((( 533 533 2.00 Beta 1 534 -)))|((( 980 +)))|(% colspan="2" %)((( 535 535 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 536 536 ))) 537 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)983 +|(% colspan="4" %)(% colspan="3" %) 538 538 ((( 539 539 //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.// 540 540 //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.// ... ... @@ -543,10 +543,10 @@ 543 543 Scripts 544 544 )))|((( 545 545 2.00 Beta 1 546 -)))|((( 992 +)))|(% colspan="2" %)((( 547 547 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 548 548 ))) 549 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)995 +|(% colspan="4" %)(% colspan="3" %) 550 550 ((( 551 551 //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.// 552 552 ))) ... ... @@ -554,10 +554,10 @@ 554 554 Scripts 555 555 )))|((( 556 556 2.00 Beta 1 557 -)))|((( 1003 +)))|(% colspan="2" %)((( 558 558 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 559 559 ))) 560 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1006 +|(% colspan="4" %)(% colspan="3" %) 561 561 ((( 562 562 //For prior behavior, check for event.param being non-null.// 563 563 ))) ... ... @@ -565,10 +565,10 @@ 565 565 AI Scripts 566 566 )))|((( 567 567 2.00 Beta 1 568 -)))|((( 1014 +)))|(% colspan="2" %)((( 569 569 **<shoot/>/<shoot_at/>** attribute changes. 570 570 ))) 571 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1017 +|(% colspan="4" %)(% colspan="3" %) 572 572 ((( 573 573 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 574 574 //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.// ... ... @@ -580,10 +580,10 @@ 580 580 UI extensions 581 581 )))|((( 582 582 2.00 Beta 1 583 -)))|((( 584 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. (% class="confluenceTd" %)1029 +)))|(% colspan="2" %)((( 1030 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 585 585 ))) 586 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1032 +|(% colspan="4" %)(% colspan="3" %) 587 587 ((( 588 588 //Added possibility to query build tasks of a certain buildmodule.// 589 589 ))) ... ... @@ -591,10 +591,10 @@ 591 591 UI extensions 592 592 )))|((( 593 593 2.00 Beta 1 594 -)))|((( 1040 +)))|(% colspan="2" %)((( 595 595 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 596 596 ))) 597 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1043 +|(% colspan="4" %)(% colspan="3" %) 598 598 ((( 599 599 //Added list of resources a buildmodule needs to build.// 600 600 ))) ... ... @@ -602,10 +602,10 @@ 602 602 UI extensions 603 603 )))|((( 604 604 2.00 Beta 1 605 -)))|((( 606 - (% 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);" %)1051 +)))|(% colspan="2" %)((( 1052 +**Lua: CalculateTotalHullFraction() **was removed. 607 607 ))) 608 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1054 +|(% colspan="4" %)(% colspan="3" %) 609 609 ((( 610 610 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 611 611 ))) ... ... @@ -613,25 +613,27 @@ 613 613 UI extensions 614 614 )))|((( 615 615 2.00 Beta 1 616 -)))|((( 617 -**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" %)1062 +)))|(% colspan="2" %)((( 1063 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 618 618 ))) 619 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1065 +|(% colspan="4" %)(% colspan="3" %) 620 620 ((( 621 621 //Changed return value type to const char* to better identify failure reasons in Lua script.// 622 622 ))) 623 -|(% colspan="3" %)(% colspan="3" %) 624 -((( 625 -== 1.50 == 626 -))) 1069 + 1070 +---- 1071 + 1072 +=== Version 1.50 === 1073 + 1074 +(% class="table-striped" %) 627 627 |((( 628 628 UI extensions 629 629 )))|((( 630 630 1.50 Beta 3 631 -)))|((( 632 -**Lua: GetComponentData() **changed behavior of "docksizes" propert ly.(% class="confluenceTd" %)1079 +)))|(% colspan="2" %)((( 1080 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 633 633 ))) 634 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1082 +|(% colspan="4" %)(% colspan="3" %) 635 635 ((( 636 636 //The "docksizes" property no longer includes internal ship storage docks.// 637 637 ))) ... ... @@ -639,10 +639,10 @@ 639 639 All 640 640 )))|((( 641 641 1.50 Beta 2 642 -)))|((( 1090 +)))|(% colspan="2" %)((( 643 643 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 644 644 ))) 645 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1093 +|(% colspan="4" %)(% colspan="3" %) 646 646 ((( 647 647 //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".// 648 648 ... ... @@ -654,10 +654,10 @@ 654 654 UI extensions 655 655 )))|((( 656 656 1.50 Beta 2 657 -)))|((( 658 -**FFI: UpgradeGroupInfo **datatype was changed. (% class="confluenceTd" %)1105 +)))|(% colspan="2" %)((( 1106 +**FFI: UpgradeGroupInfo **datatype was changed. 659 659 ))) 660 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1108 +|(% colspan="4" %)(% colspan="3" %) 661 661 ((( 662 662 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 663 663 ))) ... ... @@ -667,14 +667,13 @@ 667 667 )))|(% colspan="1" %)(% colspan="1" %) 668 668 ((( 669 669 1.50 Beta 1 670 -)))|(% colspan=" 1" %)(% colspan="1" %)1118 +)))|(% colspan="2" %)(% colspan="1" %) 671 671 ((( 672 672 **FFI: SetGuidance()** removed useinfopoint argument. 673 673 ))) 674 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1122 +|(% colspan="4" %)(% colspan="3" %) 675 675 ((( 676 -//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. 677 -// 1124 +//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.// 678 678 679 679 //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 680 680 ))) ... ... @@ -682,40 +682,44 @@ 682 682 UI extensions 683 683 )))|((( 684 684 1.50 Beta 1 685 -)))|((( 686 -**FFI: CancelConstruction() **changed its return value. (% class="confluenceTd" %)1132 +)))|(% colspan="2" %)((( 1133 +**FFI: CancelConstruction() **changed its return value. 687 687 ))) 688 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1135 +|(% colspan="4" %)(% colspan="3" %) 689 689 ((( 690 - (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //1137 +//CancelConstruction() now returns if the cancellation was successful. // 691 691 ))) 692 -|(% colspan="3" %)(% colspan="3" %) 693 -((( 694 -== 1.32 == 695 -))) 1139 + 1140 +---- 1141 + 1142 +=== Version 1.32 === 1143 + 1144 +(% class="table-striped" %) 696 696 |((( 697 697 UI extensions 698 698 )))|((( 699 699 1.32 700 -)))|((( 1149 +)))|(% colspan="2" %)((( 701 701 **Lua: GetComponentData() **removed the "nextdestname" property. 702 702 ))) 703 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1152 +|(% colspan="4" %)(% colspan="3" %) 704 704 ((( 705 705 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 706 706 ))) 707 -|(% colspan="3" %)(% colspan="3" %) 708 -((( 709 -== 1.20 == 710 -))) 1156 + 1157 +---- 1158 + 1159 +=== Version 1.20 === 1160 + 1161 +(% class="table-striped" %) 711 711 |((( 712 712 UI extensions 713 713 )))|((( 714 714 1.20 715 -)))|((( 716 -**FFI: GetAAOption()** got a new "useconfig" parameter. (% class="confluenceTd" %)1166 +)))|(% colspan="2" %)((( 1167 +**FFI: GetAAOption()** got a new "useconfig" parameter. 717 717 ))) 718 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1169 +|(% colspan="4" %)(% colspan="3" %) 719 719 ((( 720 -//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.//1171 +//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.// 721 721 )))
- Confluence.Code.ConfluencePageClass[0]
-
- id
-
... ... @@ -1,1 +1,0 @@ 1 -91949663 - space
-
... ... @@ -1,1 +1,0 @@ 1 -X4WIKI - url
-
... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91949663/Breaking Changes