Changes for page Breaking Changes

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

From version 66.1
edited by klaus
on 2020/05/05 11:50
Change comment: There is no comment for this version
To version 110.1
edited by Ketraar
on 2023/11/29 19:10
Change comment: There is no comment for this version

Summary

Details

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1 +X4 Foundations Wiki.Modding Support.WebHome
Author
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1 -xwiki:XWiki.klaus
1 +xwiki:XWiki.Ketraar
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 -{{note}}
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 -{{/note}}
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.
... ... @@ -18,25 +18,398 @@
18 18  
19 19  = Breaking Changes =
20 20  
21 +{{toc scope="LOCAL" start="3"/}}
22 +
23 +=== 7.00 ===
24 +
25 +(% class="wrapped" %)
21 21  |=(((
22 22  Type
23 -)))|=(((
24 -Version
25 -)))|=(((
26 -Summary
27 27  )))
28 -|(% colspan="3" %)(% colspan="3" %)
29 +|(% colspan="1" %)(% colspan="1" %)
29 29  (((
30 -== 3.20 ==
31 +UI extensions
31 31  )))
33 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
34 +(((
35 +// 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.//
36 +)))
37 +
38 +----
39 +
40 +=== 6.00 ===
41 +
42 +(% class="wrapped" %)
32 32  |(((
44 +Libraries
45 +)))|(((
46 +6.00 Beta 7
47 +)))|(% colspan="2" %)(((
48 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
49 +)))
50 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
51 +(((
52 +//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.//
53 +
54 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//
55 +)))
56 +|(% colspan="1" %)(% colspan="1" %)
57 +(((
33 33  Scripts
59 +)))|(% colspan="1" %)(% colspan="1" %)
60 +(((
61 +6.00 Beta 4
62 +)))|(% colspan="2" %)(% colspan="1" %)
63 +(((
64 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
65 +)))
66 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
67 +(((
68 +//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. //
69 +
70 +//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.//
71 +)))
72 +|(% colspan="1" %)(% colspan="1" %)
73 +(((
74 +Scripts
75 +)))|(% colspan="1" %)(% colspan="1" %)
76 +(((
77 +6.00 Beta 3
78 +)))|(% colspan="2" %)(% colspan="1" %)
79 +(((
80 +Changed result of **<find_object_surface>** action in the case of a failure
81 +)))
82 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
83 +(((
84 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
85 +
86 +//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.//
87 +
88 +//The action itself has been improved to increase the chance of finding suitable surface positions.//
89 +)))
90 +|(% colspan="1" %)(% colspan="1" %)
91 +(((
92 +Scripts
93 +)))|(% colspan="1" %)(% colspan="1" %)
94 +(((
95 +6.00 Beta 1
96 +)))|(% colspan="2" %)(% colspan="1" %)
97 +(((
98 +Behaviour change for **<match_dock>** script component filter
99 +)))
100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
101 +(((
102 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
103 +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.//
104 +)))
105 +|(% colspan="1" %)(% colspan="1" %)
106 +(((
107 +Scripts
108 +)))|(% colspan="1" %)(% colspan="1" %)
109 +(((
110 +6.00 Beta 1
111 +)))|(% colspan="2" %)(% colspan="1" %)
112 +(((
113 +Changed result attribute location for **<get_attackstrength>**
114 +)))
115 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
116 +(((
117 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
118 +)))
119 +|(((
120 +Assets
34 34  )))|(((
35 -3.20 Beta 1
122 +6.00 Beta 1
123 +)))|(% colspan="2" %)(((
124 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
125 +)))
126 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
127 +(((
128 +//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.
129 +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.//
130 +)))
131 +|(% colspan="1" %)(% colspan="1" %)
132 +(((
133 +Scripts
134 +)))|(% colspan="1" %)(% colspan="1" %)
135 +(((
136 +6.00 Beta 1
137 +)))|(% colspan="2" %)(% colspan="1" %)
138 +(((
139 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
140 +)))
141 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
142 +(((
143 +//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.//
144 +)))
145 +|(((
146 +Scripts
36 36  )))|(((
148 +6.00 Beta 1
149 +)))|(% colspan="2" %)(((
150 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
151 +)))
152 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
153 +(((
154 +//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.//
155 +)))
156 +|(((
157 +Cutscenes
158 +)))|(((
159 +6.00 Beta 1
160 +)))|(% colspan="2" %)(((
161 +Changed behaviour of **<angles>** in cutscenes
162 +)))
163 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
164 +(((
165 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
166 +)))
167 +
168 +----
169 +
170 +=== 5.00 ===
171 +
172 +(% class="wrapped" %)
173 +|(((
174 +Parameters
175 +)))|(((
176 +5.00 Beta 1
177 +)))|(% colspan="2" %)(((
178 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
179 +)))
180 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
181 +(((
182 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
183 +)))
184 +
185 +----
186 +
187 +=== 4.10 ===
188 +
189 +(% class="wrapped" %)
190 +|(% colspan="1" %)(% colspan="1" %)
191 +(((
192 +UI extensions
193 +)))|(% colspan="1" %)(% colspan="1" %)
194 +(((
195 +4.10 Beta 7
196 +)))|(% colspan="2" %)(% colspan="1" %)
197 +(((
198 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
199 +)))
200 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
201 +(((
202 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
203 +)))
204 +|(% colspan="1" %)(% colspan="1" %)
205 +(((
206 +UI extensions
207 +)))|(% colspan="1" %)(% colspan="1" %)
208 +(((
209 +4.10 Beta 6
210 +)))|(% colspan="2" %)(% colspan="1" %)
211 +(((
212 +**FFI**: CustomGameStartPlayerProperty2 changed
213 +)))
214 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
215 +(((
216 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
217 +)))
218 +|(% colspan="1" %)(% colspan="1" %)
219 +(((
220 +Parameters
221 +)))|(% colspan="1" %)(% colspan="1" %)
222 +(((
223 +4.10 Beta 3
224 +)))|(% colspan="2" %)(% colspan="1" %)
225 +(((
226 +Renamed **<stationinfobox>** to **<infobox>**
227 +)))
228 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
229 +(((
230 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
231 +)))
232 +|(% colspan="1" %)(% colspan="1" %)
233 +(((
234 +UI extensions
235 +)))|(% colspan="1" %)(% colspan="1" %)
236 +(((
237 +4.10 Beta 2
238 +)))|(% colspan="2" %)(% colspan="1" %)
239 +(((
240 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
241 +)))
242 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
243 +(((
244 +//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.//
245 +)))
246 +|(((
247 +UI extensions
248 +)))|(((
249 +4.10 Beta 2
250 +)))|(% colspan="2" %)(((
251 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
252 +)))
253 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
254 +(((
255 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
256 +)))
257 +|(((
258 +Scripts
259 +)))|(((
260 +4.10 Beta 1
261 +)))|(% colspan="2" %)(((
262 +People related attributes of mission** <delivery> **node moved
263 +)))
264 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
265 +(((
266 +//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.//
267 +)))
268 +|(% colspan="1" %)(% colspan="1" %)
269 +(((
270 +Scripts
271 +)))|(% colspan="1" %)(% colspan="1" %)
272 +(((
273 +4.10 Beta 1
274 +)))|(% colspan="2" %)(% colspan="1" %)
275 +(((
276 +**$destructible.productions** replaced with $defensible.productions
277 +)))
278 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
279 +(((
280 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
281 +)))
282 +|(((
283 +Scripts
284 +)))|(((
285 +4.10 Beta 1
286 +)))|(% colspan="2" %)(((
287 +Removed script property **$object.spawnsourceseed**
288 +)))
289 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
290 +(((
291 +//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.//
292 +)))
293 +
294 +----
295 +
296 +=== 4.00 ===
297 +
298 +(% class="wrapped" %)
299 +|(% colspan="1" %)(% colspan="1" %)
300 +(((
301 +UI core
302 +)))|(% colspan="1" %)(% colspan="1" %)
303 +(((
304 +4.00 Beta 10
305 +)))|(% colspan="2" %)(% colspan="1" %)
306 +(((
307 +Controlled ship can change without a **gameplanchange-event** occurring.
308 +)))
309 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
310 +(((
311 +//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).
312 +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.//
313 +)))
314 +|(((
315 +Scripts
316 +)))|(((
317 +4.00 Beta 7
318 +)))|(% colspan="2" %)(((
319 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
320 +)))
321 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
322 +(((
323 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
324 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
325 +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//
326 +)))
327 +|(% colspan="1" %)(% colspan="1" %)
328 +(((
329 +UI core
330 +)))|(% colspan="1" %)(% colspan="1" %)
331 +(((
332 +4.00 Beta 6
333 +)))|(% colspan="2" %)(% colspan="1" %)
334 +(((
335 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
336 +)))
337 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
338 +(((
339 +//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.
340 +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).//
341 +
342 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//
343 +)))
344 +|(% colspan="1" %)(% colspan="1" %)
345 +(((
346 +UI core
347 +)))|(% colspan="1" %)(% colspan="1" %)
348 +(((
349 +4.00 Beta 5
350 +)))|(% colspan="2" %)(% colspan="1" %)
351 +(((
352 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
353 +)))
354 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
355 +(((
356 +//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.//
357 +
358 +//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).
359 +)))
360 +|(((
361 +Parameters
362 +)))|(((
363 +4.00 Beta 1
364 +)))|(% colspan="2" %)(((
365 +**requiresconstructionvessel** parameter moved
366 +)))
367 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
368 +(((
369 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
370 +)))
371 +|(((
372 +Scripts
373 +)))|(((
374 +4.00 Beta 1
375 +)))|(% colspan="2" %)(((
376 +Changed behaviour of **gatedistance** script property
377 +)))
378 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
379 +(((
380 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
381 +)))
382 +
383 +----
384 +
385 +=== 3.30 ===
386 +
387 +(% class="wrapped" %)
388 +|(((
389 +UI extensions
390 +)))|(((
391 +3.30 Beta 3
392 +)))|(% colspan="2" %)(((
393 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
394 +)))
395 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
396 +(((
397 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
398 +)))
399 +
400 +----
401 +
402 +=== 3.20 ===
403 +
404 +(% class="wrapped" %)
405 +|(((
406 +Scripts
407 +)))|(((
408 +3.20 Beta 1
409 +)))|(% colspan="2" %)(((
37 37  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
38 38  )))
39 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
412 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
40 40  (((
41 41  //Old params: param = attacked object, param2 = attack method, param3 = attacked component//
42 42  //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
... ... @@ -48,11 +48,11 @@
48 48  )))|(% colspan="1" %)(% colspan="1" %)
49 49  (((
50 50  3.20 Beta 1
51 -)))|(% colspan="1" %)(% colspan="1" %)
424 +)))|(% colspan="2" %)(% colspan="1" %)
52 52  (((
53 53  Removed script property $trade.**restriction.faction**
54 54  )))
55 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
428 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
56 56  (((
57 57  //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
58 58  )))
... ... @@ -60,17 +60,19 @@
60 60  UI extensions
61 61  )))|(((
62 62  3.20 Beta 1
63 -)))|(((
436 +)))|(% colspan="2" %)(((
64 64  **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
65 65  )))
66 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
439 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
67 67  (((
68 68  //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.//
69 69  )))
70 -|(% colspan="3" %)(% colspan="3" %)
71 -(((
72 -== 3.10 ==
73 -)))
443 +
444 +----
445 +
446 +=== 3.10 ===
447 +
448 +(% class="wrapped" %)
74 74  |(% colspan="1" %)(% colspan="1" %)
75 75  (((
76 76  Scripts
... ... @@ -77,18 +77,20 @@
77 77  )))|(% colspan="1" %)(% colspan="1" %)
78 78  (((
79 79  3.10 Beta 1
80 -)))|(% colspan="1" %)(% colspan="1" %)
455 +)))|(% colspan="2" %)(% colspan="1" %)
81 81  (((
82 82  Removed script action **<add_build/>**
83 83  )))
84 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
459 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
85 85  (((
86 86  //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.//
87 87  )))
88 -|(% colspan="3" %)(% colspan="3" %)
89 -(((
90 -== 3.00 ==
91 -)))
463 +
464 +----
465 +
466 +=== 3.00 ===
467 +
468 +(% class="wrapped" %)
92 92  |(% colspan="1" %)(% colspan="1" %)
93 93  (((
94 94  Scripts
... ... @@ -95,11 +95,11 @@
95 95  )))|(% colspan="1" %)(% colspan="1" %)
96 96  (((
97 97  3.0 Beta 6
98 -)))|(% colspan="1" %)(% colspan="1" %)
475 +)))|(% colspan="2" %)(% colspan="1" %)
99 99  (((
100 100  Changed behaviour of script action **<get_suitable_job/>**
101 101  )))
102 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
479 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
103 103  (((
104 104  //<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.//
105 105  )))
... ... @@ -109,11 +109,11 @@
109 109  )))|(% colspan="1" %)(% colspan="1" %)
110 110  (((
111 111  3.0 Beta 6
112 -)))|(% colspan="1" %)(% colspan="1" %)
489 +)))|(% colspan="2" %)(% colspan="1" %)
113 113  (((
114 114  Changed behaviour of script action **<get_ware_definition/>**
115 115  )))
116 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
493 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
117 117  (((
118 118  //<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.//
119 119  )))
... ... @@ -123,13 +123,13 @@
123 123  )))|(% colspan="1" %)(% colspan="1" %)
124 124  (((
125 125  3.0 Beta 5
126 -)))|(% colspan="1" %)(% colspan="1" %)
503 +)))|(% colspan="2" %)(% colspan="1" %)
127 127  (((
128 128  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
129 129  )))
130 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
507 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
131 131  (((
132 -//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.)\\
509 +//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.)
133 133  
134 134  //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).//
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" %)
519 +)))|(% colspan="2" %)(% colspan="1" %)
143 143  (((
144 144  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
145 145  )))
146 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
523 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
147 147  (((
148 148  //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.//
149 149  )))
... ... @@ -153,11 +153,11 @@
153 153  )))|(% colspan="1" %)(% colspan="1" %)
154 154  (((
155 155  3.0 Beta 5
156 -)))|(% colspan="1" %)(% colspan="1" %)
533 +)))|(% colspan="2" %)(% colspan="1" %)
157 157  (((
158 158  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
159 159  )))
160 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
537 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
161 161  (((
162 162  //Before the change, positions are relative to $dockingbay.parent.
163 163  After the change, positions are relative to $dockingbay as specified in the documentation.//
... ... @@ -168,11 +168,11 @@
168 168  )))|(% colspan="1" %)(% colspan="1" %)
169 169  (((
170 170  3.0 Beta 2
171 -)))|(% colspan="1" %)(% colspan="1" %)
548 +)))|(% colspan="2" %)(% colspan="1" %)
172 172  (((
173 173  Support for entity flag "**skillsvisible**" dropped
174 174  )))
175 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
552 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
176 176  (((
177 177  //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().//
178 178  )))
... ... @@ -180,10 +180,10 @@
180 180  Scripts
181 181  )))|(((
182 182  3.0 Beta 2
183 -)))|(((
560 +)))|(% colspan="2" %)(((
184 184  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
185 185  )))
186 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
563 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
187 187  (((
188 188  //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.
189 189  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.
... ... @@ -196,11 +196,11 @@
196 196  )))|(% colspan="1" %)(% colspan="1" %)
197 197  (((
198 198  3.0 Beta 1
199 -)))|(% colspan="1" %)(% colspan="1" %)
576 +)))|(% colspan="2" %)(% colspan="1" %)
200 200  (((
201 201  **MissionBoard** support dropped
202 202  )))
203 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
580 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
204 204  (((
205 205  //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.//
206 206  )))
... ... @@ -208,10 +208,10 @@
208 208  Job/God
209 209  )))|(((
210 210  3.0 Beta 1
211 -)))|(((
588 +)))|(% colspan="2" %)(((
212 212  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
213 213  )))
214 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
591 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
215 215  (((
216 216  //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.//
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" %)
601 +)))|(% colspan="2" %)(% colspan="1" %)
225 225  (((
226 226  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
227 227  )))
228 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
605 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
229 229  (((
230 230  //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.//
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" %)
615 +)))|(% colspan="2" %)(% colspan="1" %)
239 239  (((
240 240  Script action **<set_doors_locked/>** attribute **'group'** changed
241 241  )))
242 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
619 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
243 243  (((
244 244  //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.//
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" %)
629 +)))|(% colspan="2" %)(% colspan="1" %)
253 253  (((
254 254  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
255 255  )))
256 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
633 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
257 257  (((
258 258  //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.//
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" %)
643 +)))|(% colspan="2" %)(% colspan="1" %)
267 267  (((
268 268  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
269 269  )))
270 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
647 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
271 271  (((
272 272  //These actions had no effect and were removed.//
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" %)
657 +)))|(% colspan="2" %)(% colspan="1" %)
281 281  (((
282 282  **<setup_conversation_minigame/>** script action removed
283 283  )))
284 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
661 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
285 285  (((
286 286  //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.//
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" %)
671 +)))|(% colspan="2" %)(% colspan="1" %)
295 295  (((
296 296  <add_player_choice_*> **confidence** attribute removed
297 297  )))
298 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
675 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
299 299  (((
300 300  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
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" %)
685 +)))|(% colspan="2" %)(% colspan="1" %)
309 309  (((
310 310  **<hack_via_control_panel/>** script action removed
311 311  )))
312 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
689 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
313 313  (((
314 314  //Unused script action <hack_via_control_panel/> was removed.//
315 315  )))
... ... @@ -319,11 +319,11 @@
319 319  )))|(% colspan="1" %)(% colspan="1" %)
320 320  (((
321 321  3.0 Beta 1
322 -)))|(% colspan="1" %)(% colspan="1" %)
699 +)))|(% colspan="2" %)(% colspan="1" %)
323 323  (((
324 324  **Lua: **GetMiniGameCursorPosition() removed
325 325  )))
326 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
703 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
327 327  (((
328 328  //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.//
329 329  )))
... ... @@ -331,10 +331,10 @@
331 331  UI core
332 332  )))|(((
333 333  3.0 Beta 1
334 -)))|(((
711 +)))|(% colspan="2" %)(((
335 335  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
336 336  )))
337 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
714 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
338 338  (((
339 339  //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.//
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" %)
724 +)))|(% colspan="2" %)(% colspan="1" %)
348 348  (((
349 349  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
350 350  )))
351 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
728 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
352 352  (((
353 353  //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.//
354 354  )))
... ... @@ -358,11 +358,11 @@
358 358  )))|(% colspan="1" %)(% colspan="1" %)
359 359  (((
360 360  3.0 Beta 1
361 -)))|(% colspan="1" %)(% colspan="1" %)
738 +)))|(% colspan="2" %)(% colspan="1" %)
362 362  (((
363 363  **$ware.illegal** updated
364 364  )))
365 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
742 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
366 366  (((
367 367  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
368 368  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -373,11 +373,11 @@
373 373  )))|(% colspan="1" %)(% colspan="1" %)
374 374  (((
375 375  3.0 Beta 1
376 -)))|(% colspan="1" %)(% colspan="1" %)
753 +)))|(% colspan="2" %)(% colspan="1" %)
377 377  (((
378 378  MD script **RML_Flight_Along_Path** removed
379 379  )))
380 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
757 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
381 381  (((
382 382  //The MD script RML_Flight_Along_Path was not referened and was removed.//
383 383  )))
... ... @@ -387,11 +387,11 @@
387 387  )))|(% colspan="1" %)(% colspan="1" %)
388 388  (((
389 389  3.0 Beta 1
390 -)))|(% colspan="1" %)(% colspan="1" %)
767 +)))|(% colspan="2" %)(% colspan="1" %)
391 391  (((
392 392  parameters of **<event_venture_mission_completed/>** changed
393 393  )))
394 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
771 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
395 395  (((
396 396  //old params: param = venture details, param2 = ships involved, param3 = duration//
397 397  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -400,11 +400,11 @@
400 400  Scripts
401 401  )))|(((
402 402  3.0 Beta 1
403 -)))|(((
780 +)))|(% colspan="2" %)(((
404 404  **<set_object_wing_name/>** removed,
405 405  **<set_object_fleet_name/>** added
406 406  )))
407 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
784 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
408 408  (((
409 409  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
410 410  )))
... ... @@ -412,26 +412,28 @@
412 412  Scripts
413 413  )))|(((
414 414  3.0 Beta 1
415 -)))|(((
792 +)))|(% colspan="2" %)(((
416 416  **$controllable.wing.*** removed,
417 417  **$controllable.fleet.*** added
418 418  )))
419 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
796 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
420 420  (((
421 421  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
422 422  )))
423 -|(% colspan="3" %)(% colspan="3" %)
424 -(((
425 -== 2.60 ==
426 -)))
800 +
801 +----
802 +
803 +=== 2.60 ===
804 +
805 +(% class="wrapped" %)
427 427  |(((
428 428  Scripts
429 429  )))|(((
430 430  2.60 Beta 1
431 -)))|(((
810 +)))|(% colspan="2" %)(((
432 432  '**checkoperational**' filter behaviour changed
433 433  )))
434 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
813 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
435 435  (((
436 436  //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.//
437 437  
... ... @@ -441,17 +441,19 @@
441 441  Scripts
442 442  )))|(((
443 443  2.60 Beta 1
444 -)))|(((
823 +)))|(% colspan="2" %)(((
445 445  $container.**supplyresources** behavior changed
446 -)))
447 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
825 +)))| | |
826 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
448 448  (((
449 449  //The script keyword $container.supplyresources now includes reserved wares.//
450 450  )))
451 -|(% colspan="3" %)(% colspan="3" %)
452 -(((
453 -== 2.20 ==
454 -)))
830 +
831 +----
832 +
833 +=== 2.20 ===
834 +
835 +(% class="wrapped" %)
455 455  |(% colspan="1" %)(% colspan="1" %)
456 456  (((
457 457  UI core
... ... @@ -458,17 +458,16 @@
458 458  )))|(% colspan="1" %)(% colspan="1" %)
459 459  (((
460 460  2.20 Beta 3/4
461 -)))|(% colspan="1" %)(% colspan="1" %)
842 +)))|(% colspan="2" %)(% colspan="1" %)
462 462  (((
463 463  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
464 464  )))
465 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
846 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
466 466  (((
467 467  //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.
468 468  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.//
469 469  
470 -//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.
471 -//
851 +//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.//
472 472  )))
473 473  |(% colspan="1" %)(% colspan="1" %)
474 474  (((
... ... @@ -476,18 +476,20 @@
476 476  )))|(% colspan="1" %)(% colspan="1" %)
477 477  (((
478 478  2.20 Beta 3
479 -)))|(% colspan="1" %)(% colspan="1" %)
859 +)))|(% colspan="2" %)(% colspan="1" %)
480 480  (((
481 481  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
482 482  )))
483 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
863 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
484 484  (((
485 485  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
486 486  )))
487 -|(% colspan="3" %)(% colspan="3" %)
488 -(((
489 -== 2.00 ==
490 -)))
867 +
868 +----
869 +
870 +=== 2.00 ===
871 +
872 +(% class="wrapped" %)
491 491  |(% colspan="1" %)(% colspan="1" %)
492 492  (((
493 493  Scripts
... ... @@ -494,11 +494,11 @@
494 494  )))|(% colspan="1" %)(% colspan="1" %)
495 495  (((
496 496  2.00 Beta 1
497 -)))|(% colspan="1" %)(% colspan="1" %)
879 +)))|(% colspan="2" %)(% colspan="1" %)
498 498  (((
499 499  **<event_build_finished/> **param2 now returns null instead of a construction sequence
500 500  )))
501 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
883 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
502 502  (((
503 503  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
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" %)
893 +)))|(% colspan="2" %)(% colspan="1" %)
512 512  (((
513 513  **param.boarding.{...}** strength parameters removed
514 514  )))
515 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
897 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
516 516  (((
517 517  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
518 518  )))
... ... @@ -522,11 +522,11 @@
522 522  )))|(% colspan="1" %)(% colspan="1" %)
523 523  (((
524 524  2.00 Beta 1
525 -)))|(% colspan="1" %)(% colspan="1" %)
907 +)))|(% colspan="2" %)(% colspan="1" %)
526 526  (((
527 527  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
528 528  )))
529 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
911 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
530 530  (((
531 531  //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.//
532 532  )))
... ... @@ -534,10 +534,10 @@
534 534  UI extensions
535 535  )))|(((
536 536  2.00 Beta 1
537 -)))|(((
919 +)))|(% colspan="2" %)(((
538 538  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
539 539  )))
540 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
922 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
541 541  (((
542 542  //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.//
543 543  )))
... ... @@ -545,10 +545,10 @@
545 545  UI extensions
546 546  )))|(((
547 547  2.00 Beta 1
548 -)))|(((
930 +)))|(% colspan="2" %)(((
549 549  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
550 550  )))
551 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
933 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
552 552  (((
553 553  //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.//
554 554  //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.//
... ... @@ -557,10 +557,10 @@
557 557  Scripts
558 558  )))|(((
559 559  2.00 Beta 1
560 -)))|(((
942 +)))|(% colspan="2" %)(((
561 561  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
562 562  )))
563 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
945 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
564 564  (((
565 565  //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.//
566 566  )))
... ... @@ -568,10 +568,10 @@
568 568  Scripts
569 569  )))|(((
570 570  2.00 Beta 1
571 -)))|(((
953 +)))|(% colspan="2" %)(((
572 572  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
573 573  )))
574 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
956 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
575 575  (((
576 576  //For prior behavior, check for event.param being non-null.//
577 577  )))
... ... @@ -579,10 +579,10 @@
579 579  AI Scripts
580 580  )))|(((
581 581  2.00 Beta 1
582 -)))|(((
964 +)))|(% colspan="2" %)(((
583 583  **<shoot/>/<shoot_at/>** attribute changes.
584 584  )))
585 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
967 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
586 586  (((
587 587  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
588 588  //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.//
... ... @@ -594,10 +594,10 @@
594 594  UI extensions
595 595  )))|(((
596 596  2.00 Beta 1
597 -)))|(((
598 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
979 +)))|(% colspan="2" %)(((
980 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
599 599  )))
600 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
982 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
601 601  (((
602 602  //Added possibility to query build tasks of a certain buildmodule.//
603 603  )))
... ... @@ -605,10 +605,10 @@
605 605  UI extensions
606 606  )))|(((
607 607  2.00 Beta 1
608 -)))|(((
990 +)))|(% colspan="2" %)(((
609 609  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
610 610  )))
611 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
993 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
612 612  (((
613 613  //Added list of resources a buildmodule needs to build.//
614 614  )))
... ... @@ -616,10 +616,10 @@
616 616  UI extensions
617 617  )))|(((
618 618  2.00 Beta 1
619 -)))|(((
620 -(% 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);" %)
1001 +)))|(% colspan="2" %)(((
1002 +**Lua: CalculateTotalHullFraction() **was removed.
621 621  )))
622 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1004 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
623 623  (((
624 624  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
625 625  )))
... ... @@ -627,25 +627,27 @@
627 627  UI extensions
628 628  )))|(((
629 629  2.00 Beta 1
630 -)))|(((
631 -**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" %)
1012 +)))|(% colspan="2" %)(((
1013 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
632 632  )))
633 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1015 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
634 634  (((
635 635  //Changed return value type to const char* to better identify failure reasons in Lua script.//
636 636  )))
637 -|(% colspan="3" %)(% colspan="3" %)
638 -(((
639 -== 1.50 ==
640 -)))
1019 +
1020 +----
1021 +
1022 +=== 1.50 ===
1023 +
1024 +(% class="wrapped" %)
641 641  |(((
642 642  UI extensions
643 643  )))|(((
644 644  1.50 Beta 3
645 -)))|(((
646 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
1029 +)))|(% colspan="2" %)(((
1030 +**Lua: GetComponentData() **changed behavior of "docksizes" property.
647 647  )))
648 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1032 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
649 649  (((
650 650  //The "docksizes" property no longer includes internal ship storage docks.//
651 651  )))
... ... @@ -653,10 +653,10 @@
653 653  All
654 654  )))|(((
655 655  1.50 Beta 2
656 -)))|(((
1040 +)))|(% colspan="2" %)(((
657 657  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
658 658  )))
659 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1043 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
660 660  (((
661 661  //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".//
662 662  
... ... @@ -668,10 +668,10 @@
668 668  UI extensions
669 669  )))|(((
670 670  1.50 Beta 2
671 -)))|(((
672 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
1055 +)))|(% colspan="2" %)(((
1056 +**FFI: UpgradeGroupInfo **datatype was changed.
673 673  )))
674 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1058 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
675 675  (((
676 676  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
677 677  )))
... ... @@ -681,14 +681,13 @@
681 681  )))|(% colspan="1" %)(% colspan="1" %)
682 682  (((
683 683  1.50 Beta 1
684 -)))|(% colspan="1" %)(% colspan="1" %)
1068 +)))|(% colspan="2" %)(% colspan="1" %)
685 685  (((
686 686  **FFI: SetGuidance()** removed useinfopoint argument.
687 687  )))
688 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1072 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
689 689  (((
690 -//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.
691 -//
1074 +//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.//
692 692  
693 693  //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
694 694  )))
... ... @@ -696,40 +696,45 @@
696 696  UI extensions
697 697  )))|(((
698 698  1.50 Beta 1
699 -)))|(((
700 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1082 +)))|(% colspan="2" %)(((
1083 +**FFI: CancelConstruction() **changed its return value.
701 701  )))
702 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1085 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
703 703  (((
704 -(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
1087 +//CancelConstruction() now returns if the cancellation was successful. //
705 705  )))
706 -|(% colspan="3" %)(% colspan="3" %)
707 -(((
708 -== 1.32 ==
709 -)))
1089 +
1090 +----
1091 +
1092 +=== 1.32 ===
1093 +
1094 +(% class="wrapped" %)
710 710  |(((
711 711  UI extensions
712 712  )))|(((
713 713  1.32
714 -)))|(((
1099 +)))|(% colspan="2" %)(((
715 715  **Lua: GetComponentData() **removed the "nextdestname" property.
716 716  )))
717 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1102 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
718 718  (((
719 719  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
720 720  )))
721 -|(% colspan="3" %)(% colspan="3" %)
722 -(((
723 -== 1.20 ==
724 -)))
1106 +
1107 +----
1108 +
1109 +=== 1.20 ===
1110 +
1111 +(% class="wrapped" %)
725 725  |(((
726 726  UI extensions
727 727  )))|(((
728 728  1.20
729 -)))|(((
730 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1116 +)))|(% colspan="2" %)(((
1117 +**FFI: GetAAOption()** got a new "useconfig" parameter.
731 731  )))
732 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1119 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
733 733  (((
734 -//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.//
1121 +//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.//
735 735  )))
1123 +
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -93553268
1 +78577854
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/93553268/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577854/Breaking Changes