Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
-
Page properties (2 modified, 0 added, 0 removed)
-
Objects (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Author
-
... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. michael1 +xwiki:XWiki.owen - Content
-
... ... @@ -25,224 +25,19 @@ 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 -((( 199 199 3.0 Beta 1 200 200 )))|(% colspan="1" %)(% colspan="1" %) 201 201 ((( 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 -((( 241 241 Script action **<set_doors_locked/>** attribute **'group'** changed 242 242 ))) 243 243 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 244 244 ((( 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.//40 +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. 246 246 ))) 247 247 |(% colspan="1" %)(% colspan="1" %) 248 248 ((( ... ... @@ -328,33 +328,8 @@ 328 328 ((( 329 329 //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.// 330 330 ))) 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 -))) 342 342 |(% colspan="1" %)(% colspan="1" %) 343 343 ((( 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 -((( 358 358 Scripts 359 359 )))|(% colspan="1" %)(% colspan="1" %) 360 360 ((( ... ... @@ -366,7 +366,7 @@ 366 366 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 367 367 ((( 368 368 //$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.// 139 +\\//It now returns true if $ware is illegal to any faction in the game.// 370 370 ))) 371 371 |(% colspan="1" %)(% colspan="1" %) 372 372 ((( ... ... @@ -376,11 +376,13 @@ 376 376 3.0 Beta 1 377 377 )))|(% colspan="1" %)(% colspan="1" %) 378 378 ((( 379 - MD script**RML_Flight_Along_Path** removed149 +'**checkoperational**' filter behaviour changed 380 380 ))) 381 381 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 382 382 ((( 383 -//The MD script RML_Flight_Along_Path was not referened and was removed.// 153 +//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.// 154 + 155 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 384 384 ))) 385 385 |(% colspan="1" %)(% colspan="1" %) 386 386 ((( ... ... @@ -390,69 +390,12 @@ 390 390 3.0 Beta 1 391 391 )))|(% colspan="1" %)(% colspan="1" %) 392 392 ((( 393 - parametersof**<event_venture_mission_completed/>**changed165 +MD script **RML_Flight_Along_Path** removed 394 394 ))) 395 395 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 396 396 ((( 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// 169 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 399 399 ))) 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 -))) 456 456 |(% colspan="1" %)(% colspan="1" %) 457 457 ((( 458 458 UI core ... ... @@ -485,10 +485,6 @@ 485 485 ((( 486 486 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 487 487 ))) 488 -|(% colspan="3" %)(% colspan="3" %) 489 -((( 490 -== 2.00 == 491 -))) 492 492 |(% colspan="1" %)(% colspan="1" %) 493 493 ((( 494 494 Scripts ... ... @@ -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
-
... ... @@ -1,1 +1,1 @@ 1 - 919496851 +85131714 - url
-
... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 91949685/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85131714/Breaking Changes