Changes for page Breaking Changes

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

From version 65.1
edited by michael
on 2020/05/05 10:54
Change comment: documented $trade.restriction.factions
To version 24.1
edited by owen
on 2019/02/15 09:19
Change comment: 2.0 B1 breaking changes for scripts

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.michael
1 +xwiki:XWiki.owen
Content
... ... @@ -25,475 +25,11 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
28 -|(% colspan="3" %)(% colspan="3" %)
29 -(((
30 -== 3.20 ==
31 -)))
32 -|(((
33 -Scripts
34 -)))|(((
35 -3.20 Beta 1
36 -)))|(((
37 -Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
38 -)))
39 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
40 -(((
41 -//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
42 -//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
43 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead//
44 -)))
45 45  |(% colspan="1" %)(% colspan="1" %)
46 46  (((
47 47  Scripts
48 48  )))|(% colspan="1" %)(% colspan="1" %)
49 49  (((
50 -3.20 Beta 1
51 -)))|(% colspan="1" %)(% colspan="1" %)
52 -(((
53 -**$trade.restriction.faction** removed,**
54 -$trade.restriction.factions** added
55 -)))
56 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
57 -(((
58 -//$trade.restriction.faction has// been replaced with $trade.restriction.factions which returns a list of factions
59 -)))
60 -|(((
61 -UI extensions
62 -)))|(((
63 -3.20 Beta 1
64 -)))|(((
65 -**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
66 -)))
67 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
68 -(((
69 -//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.//
70 -)))
71 -|(% colspan="3" %)(% colspan="3" %)
72 -(((
73 -== 3.10 ==
74 -)))
75 -|(% colspan="1" %)(% colspan="1" %)
76 -(((
77 -Scripts
78 -)))|(% colspan="1" %)(% colspan="1" %)
79 -(((
80 -3.10 Beta 1
81 -)))|(% colspan="1" %)(% colspan="1" %)
82 -(((
83 -Removed script action **<add_build/>**
84 -)))
85 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
86 -(((
87 -//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.//
88 -)))
89 -|(% colspan="3" %)(% colspan="3" %)
90 -(((
91 -== 3.00 ==
92 -)))
93 -|(% colspan="1" %)(% colspan="1" %)
94 -(((
95 -Scripts
96 -)))|(% colspan="1" %)(% colspan="1" %)
97 -(((
98 -3.0 Beta 6
99 -)))|(% colspan="1" %)(% colspan="1" %)
100 -(((
101 -Changed behaviour of script action **<get_suitable_job/>**
102 -)))
103 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
104 -(((
105 -//<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.//
106 -)))
107 -|(% colspan="1" %)(% colspan="1" %)
108 -(((
109 -Scripts
110 -)))|(% colspan="1" %)(% colspan="1" %)
111 -(((
112 -3.0 Beta 6
113 -)))|(% colspan="1" %)(% colspan="1" %)
114 -(((
115 -Changed behaviour of script action **<get_ware_definition/>**
116 -)))
117 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
118 -(((
119 -//<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.//
120 -)))
121 -|(% colspan="1" %)(% colspan="1" %)
122 -(((
123 -Global
124 -)))|(% colspan="1" %)(% colspan="1" %)
125 -(((
126 -3.0 Beta 5
127 -)))|(% colspan="1" %)(% colspan="1" %)
128 -(((
129 -Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
130 -)))
131 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
132 -(((
133 -//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.)\\
134 -
135 -//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).//
136 -)))
137 -|(% colspan="1" %)(% colspan="1" %)
138 -(((
139 -Scripts
140 -)))|(% colspan="1" %)(% colspan="1" %)
141 -(((
142 -3.0 Beta 5
143 -)))|(% colspan="1" %)(% colspan="1" %)
144 -(((
145 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
146 -)))
147 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
148 -(((
149 -//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.//
150 -)))
151 -|(% colspan="1" %)(% colspan="1" %)
152 -(((
153 -Scripts
154 -)))|(% colspan="1" %)(% colspan="1" %)
155 -(((
156 -3.0 Beta 5
157 -)))|(% colspan="1" %)(% colspan="1" %)
158 -(((
159 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
160 -)))
161 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
162 -(((
163 -//Before the change, positions are relative to $dockingbay.parent.
164 -After the change, positions are relative to $dockingbay as specified in the documentation.//
165 -)))
166 -|(% colspan="1" %)(% colspan="1" %)
167 -(((
168 -Global
169 -)))|(% colspan="1" %)(% colspan="1" %)
170 -(((
171 -3.0 Beta 2
172 -)))|(% colspan="1" %)(% colspan="1" %)
173 -(((
174 -Support for entity flag "**skillsvisible**" dropped
175 -)))
176 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
177 -(((
178 -//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().//
179 -)))
180 -|(((
181 -Scripts
182 -)))|(((
183 -3.0 Beta 2
184 -)))|(((
185 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
186 -)))
187 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
188 -(((
189 -//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.
190 -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.
191 -If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly.
192 -On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner).
193 -)))
194 -|(% colspan="1" %)(% colspan="1" %)
195 -(((
196 -Global
197 -)))|(% colspan="1" %)(% colspan="1" %)
198 -(((
199 -3.0 Beta 1
200 -)))|(% colspan="1" %)(% colspan="1" %)
201 -(((
202 -**MissionBoard** support dropped
203 -)))
204 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
205 -(((
206 -//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.//
207 -)))
208 -|(((
209 -Job/God
210 -)))|(((
211 -3.0 Beta 1
212 -)))|(((
213 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
214 -)))
215 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
216 -(((
217 -//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.//
218 -)))
219 -|(% colspan="1" %)(% colspan="1" %)
220 -(((
221 -Scripts
222 -)))|(% colspan="1" %)(% colspan="1" %)
223 -(((
224 -3.0 Beta 1
225 -)))|(% colspan="1" %)(% colspan="1" %)
226 -(((
227 -Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
228 -)))
229 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
230 -(((
231 -//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.//
232 -)))
233 -|(% colspan="1" %)(% colspan="1" %)
234 -(((
235 -Scripts
236 -)))|(% colspan="1" %)(% colspan="1" %)
237 -(((
238 -3.0 Beta 1
239 -)))|(% colspan="1" %)(% colspan="1" %)
240 -(((
241 -Script action **<set_doors_locked/>** attribute **'group'** changed
242 -)))
243 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
244 -(((
245 -//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.//
246 -)))
247 -|(% colspan="1" %)(% colspan="1" %)
248 -(((
249 -Scripts
250 -)))|(% colspan="1" %)(% colspan="1" %)
251 -(((
252 -3.0 Beta 1
253 -)))|(% colspan="1" %)(% colspan="1" %)
254 -(((
255 -Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
256 -)))
257 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
258 -(((
259 -//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.//
260 -)))
261 -|(% colspan="1" %)(% colspan="1" %)
262 -(((
263 -Scripts
264 -)))|(% colspan="1" %)(% colspan="1" %)
265 -(((
266 -3.0 Beta 1
267 -)))|(% colspan="1" %)(% colspan="1" %)
268 -(((
269 -Script actions **<set_hack_target/>** and **<abort_hack/>** removed
270 -)))
271 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
272 -(((
273 -//These actions had no effect and were removed.//
274 -)))
275 -|(% colspan="1" %)(% colspan="1" %)
276 -(((
277 -Scripts
278 -)))|(% colspan="1" %)(% colspan="1" %)
279 -(((
280 -3.0 Beta 1
281 -)))|(% colspan="1" %)(% colspan="1" %)
282 -(((
283 -**<setup_conversation_minigame/>** script action removed
284 -)))
285 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
286 -(((
287 -//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.//
288 -)))
289 -|(% colspan="1" %)(% colspan="1" %)
290 -(((
291 -Scripts
292 -)))|(% colspan="1" %)(% colspan="1" %)
293 -(((
294 -3.0 Beta 1
295 -)))|(% colspan="1" %)(% colspan="1" %)
296 -(((
297 -<add_player_choice_*> **confidence** attribute removed
298 -)))
299 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
300 -(((
301 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
302 -)))
303 -|(% colspan="1" %)(% colspan="1" %)
304 -(((
305 -Scripts
306 -)))|(% colspan="1" %)(% colspan="1" %)
307 -(((
308 -3.0 Beta 1
309 -)))|(% colspan="1" %)(% colspan="1" %)
310 -(((
311 -**<hack_via_control_panel/>** script action removed
312 -)))
313 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
314 -(((
315 -//Unused script action <hack_via_control_panel/> was removed.//
316 -)))
317 -|(% colspan="1" %)(% colspan="1" %)
318 -(((
319 -UI core
320 -)))|(% colspan="1" %)(% colspan="1" %)
321 -(((
322 -3.0 Beta 1
323 -)))|(% colspan="1" %)(% colspan="1" %)
324 -(((
325 -**Lua: **GetMiniGameCursorPosition() removed
326 -)))
327 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
328 -(((
329 -//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.//
330 -)))
331 -|(((
332 -UI core
333 -)))|(((
334 -3.0 Beta 1
335 -)))|(((
336 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
337 -)))
338 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
339 -(((
340 -//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.//
341 -)))
342 -|(% colspan="1" %)(% colspan="1" %)
343 -(((
344 -UI extensions
345 -)))|(% colspan="1" %)(% colspan="1" %)
346 -(((
347 -3.0 Beta 1
348 -)))|(% colspan="1" %)(% colspan="1" %)
349 -(((
350 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
351 -)))
352 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
353 -(((
354 -//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.//
355 -)))
356 -|(% colspan="1" %)(% colspan="1" %)
357 -(((
358 -Scripts
359 -)))|(% colspan="1" %)(% colspan="1" %)
360 -(((
361 -3.0 Beta 1
362 -)))|(% colspan="1" %)(% colspan="1" %)
363 -(((
364 -**$ware.illegal** updated
365 -)))
366 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
367 -(((
368 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
369 -//It now returns true if $ware is illegal to any faction in the game.//
370 -)))
371 -|(% colspan="1" %)(% colspan="1" %)
372 -(((
373 -Scripts
374 -)))|(% colspan="1" %)(% colspan="1" %)
375 -(((
376 -3.0 Beta 1
377 -)))|(% colspan="1" %)(% colspan="1" %)
378 -(((
379 -MD script **RML_Flight_Along_Path** removed
380 -)))
381 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
382 -(((
383 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
384 -)))
385 -|(% colspan="1" %)(% colspan="1" %)
386 -(((
387 -Scripts
388 -)))|(% colspan="1" %)(% colspan="1" %)
389 -(((
390 -3.0 Beta 1
391 -)))|(% colspan="1" %)(% colspan="1" %)
392 -(((
393 -parameters of **<event_venture_mission_completed/>** changed
394 -)))
395 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
396 -(((
397 -//old params: param = venture details, param2 = ships involved, param3 = duration//
398 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
399 -)))
400 -|(((
401 -Scripts
402 -)))|(((
403 -3.0 Beta 1
404 -)))|(((
405 -**<set_object_wing_name/>** removed,
406 -**<set_object_fleet_name/>** added
407 -)))
408 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
409 -(((
410 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
411 -)))
412 -|(((
413 -Scripts
414 -)))|(((
415 -3.0 Beta 1
416 -)))|(((
417 -**$controllable.wing.*** removed,
418 -**$controllable.fleet.*** added
419 -)))
420 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
421 -(((
422 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
423 -)))
424 -|(% colspan="3" %)(% colspan="3" %)
425 -(((
426 -== 2.60 ==
427 -)))
428 -|(((
429 -Scripts
430 -)))|(((
431 -2.60 Beta 1
432 -)))|(((
433 -'**checkoperational**' filter behaviour changed
434 -)))
435 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
436 -(((
437 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
438 -
439 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
440 -)))
441 -|(((
442 -Scripts
443 -)))|(((
444 -2.60 Beta 1
445 -)))|(((
446 -$container.**supplyresources** behavior changed
447 -)))
448 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
449 -(((
450 -//The script keyword $container.supplyresources now includes reserved wares.//
451 -)))
452 -|(% colspan="3" %)(% colspan="3" %)
453 -(((
454 -== 2.20 ==
455 -)))
456 -|(% colspan="1" %)(% colspan="1" %)
457 -(((
458 -UI core
459 -)))|(% colspan="1" %)(% colspan="1" %)
460 -(((
461 -2.20 Beta 3/4
462 -)))|(% colspan="1" %)(% colspan="1" %)
463 -(((
464 -**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
465 -)))
466 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
467 -(((
468 -//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.
469 -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.//
470 -
471 -//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.
472 -//
473 -)))
474 -|(% colspan="1" %)(% colspan="1" %)
475 -(((
476 -Scripts
477 -)))|(% colspan="1" %)(% colspan="1" %)
478 -(((
479 -2.20 Beta 3
480 -)))|(% colspan="1" %)(% colspan="1" %)
481 -(((
482 -Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
483 -)))
484 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
485 -(((
486 -//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
487 -)))
488 -|(% colspan="3" %)(% colspan="3" %)
489 -(((
490 -== 2.00 ==
491 -)))
492 -|(% colspan="1" %)(% colspan="1" %)
493 -(((
494 -Scripts
495 -)))|(% colspan="1" %)(% colspan="1" %)
496 -(((
497 497  2.00 Beta 1
498 498  )))|(% colspan="1" %)(% colspan="1" %)
499 499  (((
... ... @@ -635,10 +635,6 @@
635 635  (((
636 636  //Changed return value type to const char* to better identify failure reasons in Lua script.//
637 637  )))
638 -|(% colspan="3" %)(% colspan="3" %)
639 -(((
640 -== 1.50 ==
641 -)))
642 642  |(((
643 643  UI extensions
644 644  )))|(((
... ... @@ -704,10 +704,6 @@
704 704  (((
705 705  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
706 706  )))
707 -|(% colspan="3" %)(% colspan="3" %)
708 -(((
709 -== 1.32 ==
710 -)))
711 711  |(((
712 712  UI extensions
713 713  )))|(((
... ... @@ -719,10 +719,6 @@
719 719  (((
720 720  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
721 721  )))
722 -|(% colspan="3" %)(% colspan="3" %)
723 -(((
724 -== 1.20 ==
725 -)))
726 726  |(((
727 727  UI extensions
728 728  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
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1 -91949685
1 +79266393
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91949685/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/79266393/Breaking Changes