Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
Details
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. stefan1 +xwiki:XWiki.nick - Content
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... ... @@ -24,328 +24,20 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 -)))|=(% colspan="1" %)(% colspan="1" %) 28 -((( 29 - 30 30 ))) 31 -|(% colspan="4" %)(% colspan="4" %) 32 -((( 33 -== 4.00 == 34 -))) 35 35 |(% colspan="1" %)(% colspan="1" %) 36 36 ((( 37 -UI core 38 -)))|(% colspan="1" %)(% colspan="1" %) 39 -((( 40 -4.00 Beta 5 41 -)))|(% colspan="1" %)(% colspan="1" %) 42 -((( 43 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in ranges relation range [-25,-10] changed 44 -)))|(% colspan="1" %)(% colspan="1" %) 45 -((( 46 - 47 -))) 48 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 49 -((( 50 -//4.00 Beta 5// //introduces a new 'adversary' relation state. Previously objects within that relation range were categorized as 'enemy' and GetRelationStatus()/GetRelationStatus2() therefore returned 0 (enemy) for these objects. 51 -Since these objects are now visualized and therefore are distinguishable from enemies, several related changes were made for these objects to bring them more in line with how 'neutral' objects are handled (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. 52 -If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //FFI function which returns the new range for these objects: 1 (meaning 'adversary' here with following relations having been shifted up). 53 -)))|(% colspan="1" %)(% colspan="1" %) 54 -((( 55 - 56 -))) 57 -|((( 58 -Parameters 59 -)))|((( 60 -4.00 Beta 1 61 -)))|((( 62 -**requiresconstructionvessel** parameter moved 63 -)))|((( 64 - 65 -))) 66 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 67 -((( 68 -//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 69 -))) 70 -|((( 71 71 Scripts 72 -)))|((( 73 -4.00 Beta 1 74 -)))|((( 75 -Changed behaviour of **gatedistance** script property 76 -)))|((( 77 - 78 -))) 79 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 80 -((( 81 -//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 82 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 83 -((( 84 - 85 -))) 86 -|(% colspan="4" %)(% colspan="4" %) 87 -((( 88 -== 3.30 == 89 -))) 90 -|((( 91 -UI extensions 92 -)))|((( 93 -3.30 Beta 3 94 -)))|((( 95 -**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()** 96 96 )))|(% colspan="1" %)(% colspan="1" %) 97 97 ((( 98 - 99 -))) 100 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 101 -((( 102 -//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()// 103 -))) 104 -|(% colspan="4" %)(% colspan="4" %) 105 -((( 106 -== 3.20 == 107 -))) 108 -|((( 109 -Scripts 110 -)))|((( 111 -3.20 Beta 1 112 -)))|((( 113 -Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 114 -)))|(% colspan="1" %)(% colspan="1" %) 115 -((( 116 - 117 -))) 118 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 119 -((( 120 -//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 121 -//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 122 -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// 123 -))) 124 -|(% colspan="1" %)(% colspan="1" %) 125 -((( 126 -Scripts 127 -)))|(% colspan="1" %)(% colspan="1" %) 128 -((( 129 -3.20 Beta 1 130 -)))|(% colspan="1" %)(% colspan="1" %) 131 -((( 132 -Removed script property $trade.**restriction.faction** 133 -)))|(% colspan="1" %)(% colspan="1" %) 134 -((( 135 - 136 -))) 137 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 138 -((( 139 -//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 140 -))) 141 -|((( 142 -UI extensions 143 -)))|((( 144 -3.20 Beta 1 145 -)))|((( 146 -**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 147 -)))|(% colspan="1" %)(% colspan="1" %) 148 -((( 149 - 150 -))) 151 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 152 -((( 153 -//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.// 154 -))) 155 -|(% colspan="4" %)(% colspan="4" %) 156 -((( 157 -== 3.10 == 158 -))) 159 -|(% colspan="1" %)(% colspan="1" %) 160 -((( 161 -Scripts 162 -)))|(% colspan="1" %)(% colspan="1" %) 163 -((( 164 -3.10 Beta 1 165 -)))|(% colspan="1" %)(% colspan="1" %) 166 -((( 167 -Removed script action **<add_build/>** 168 -)))|(% colspan="1" %)(% colspan="1" %) 169 -((( 170 - 171 -))) 172 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 173 -((( 174 -//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.// 175 -))) 176 -|(% colspan="4" %)(% colspan="4" %) 177 -((( 178 -== 3.00 == 179 -))) 180 -|(% colspan="1" %)(% colspan="1" %) 181 -((( 182 -Scripts 183 -)))|(% colspan="1" %)(% colspan="1" %) 184 -((( 185 -3.0 Beta 6 186 -)))|(% colspan="1" %)(% colspan="1" %) 187 -((( 188 -Changed behaviour of script action **<get_suitable_job/>** 189 -)))|(% colspan="1" %)(% colspan="1" %) 190 -((( 191 - 192 -))) 193 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 194 -((( 195 -//<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.// 196 -))) 197 -|(% colspan="1" %)(% colspan="1" %) 198 -((( 199 -Scripts 200 -)))|(% colspan="1" %)(% colspan="1" %) 201 -((( 202 -3.0 Beta 6 203 -)))|(% colspan="1" %)(% colspan="1" %) 204 -((( 205 -Changed behaviour of script action **<get_ware_definition/>** 206 -)))|(% colspan="1" %)(% colspan="1" %) 207 -((( 208 - 209 -))) 210 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 211 -((( 212 -//<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.// 213 -))) 214 -|(% colspan="1" %)(% colspan="1" %) 215 -((( 216 -Global 217 -)))|(% colspan="1" %)(% colspan="1" %) 218 -((( 219 -3.0 Beta 5 220 -)))|(% colspan="1" %)(% colspan="1" %) 221 -((( 222 -Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 223 -)))|(% colspan="1" %)(% colspan="1" %) 224 -((( 225 - 226 -))) 227 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 228 -((( 229 -//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.)\\ 230 - 231 -//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).// 232 -))) 233 -|(% colspan="1" %)(% colspan="1" %) 234 -((( 235 -Scripts 236 -)))|(% colspan="1" %)(% colspan="1" %) 237 -((( 238 -3.0 Beta 5 239 -)))|(% colspan="1" %)(% colspan="1" %) 240 -((( 241 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 242 -)))|(% colspan="1" %)(% colspan="1" %) 243 -((( 244 - 245 -))) 246 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 247 -((( 248 -//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.// 249 -))) 250 -|(% colspan="1" %)(% colspan="1" %) 251 -((( 252 -Scripts 253 -)))|(% colspan="1" %)(% colspan="1" %) 254 -((( 255 -3.0 Beta 5 256 -)))|(% colspan="1" %)(% colspan="1" %) 257 -((( 258 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 259 -)))|(% colspan="1" %)(% colspan="1" %) 260 -((( 261 - 262 -))) 263 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 264 -((( 265 -//Before the change, positions are relative to $dockingbay.parent. 266 -After the change, positions are relative to $dockingbay as specified in the documentation.// 267 -))) 268 -|(% colspan="1" %)(% colspan="1" %) 269 -((( 270 -Global 271 -)))|(% colspan="1" %)(% colspan="1" %) 272 -((( 273 -3.0 Beta 2 274 -)))|(% colspan="1" %)(% colspan="1" %) 275 -((( 276 -Support for entity flag "**skillsvisible**" dropped 277 -)))|(% colspan="1" %)(% colspan="1" %) 278 -((( 279 - 280 -))) 281 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 282 -((( 283 -//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().// 284 -))) 285 -|((( 286 -Scripts 287 -)))|((( 288 -3.0 Beta 2 289 -)))|((( 290 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 291 -)))|(% colspan="1" %)(% colspan="1" %) 292 -((( 293 - 294 -))) 295 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 296 -((( 297 -//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. 298 -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. 299 -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. 300 -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). 301 -))) 302 -|(% colspan="1" %)(% colspan="1" %) 303 -((( 304 -Global 305 -)))|(% colspan="1" %)(% colspan="1" %) 306 -((( 307 307 3.0 Beta 1 308 308 )))|(% colspan="1" %)(% colspan="1" %) 309 309 ((( 310 -**MissionBoard** support dropped 311 -)))|(% colspan="1" %)(% colspan="1" %) 312 -((( 313 - 314 -))) 315 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 316 -((( 317 -//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.// 318 -))) 319 -|((( 320 -Job/God 321 -)))|((( 322 -3.0 Beta 1 323 -)))|((( 324 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 325 -)))|(% colspan="1" %)(% colspan="1" %) 326 -((( 327 - 328 -))) 329 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 330 -((( 331 -//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.// 332 -))) 333 -|(% colspan="1" %)(% colspan="1" %) 334 -((( 335 -Scripts 336 -)))|(% colspan="1" %)(% colspan="1" %) 337 -((( 338 -3.0 Beta 1 339 -)))|(% colspan="1" %)(% colspan="1" %) 340 -((( 341 341 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 342 -)))|(% colspan="1" %)(% colspan="1" %) 343 -((( 344 - 345 345 ))) 346 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)38 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 347 347 ((( 348 - //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.//40 +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. 349 349 ))) 350 350 |(% colspan="1" %)(% colspan="1" %) 351 351 ((( ... ... @@ -356,11 +356,8 @@ 356 356 )))|(% colspan="1" %)(% colspan="1" %) 357 357 ((( 358 358 Script action **<set_doors_locked/>** attribute **'group'** changed 359 -)))|(% colspan="1" %)(% colspan="1" %) 360 -((( 361 - 362 362 ))) 363 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)52 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 364 364 ((( 365 365 //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.// 366 366 ))) ... ... @@ -373,11 +373,8 @@ 373 373 )))|(% colspan="1" %)(% colspan="1" %) 374 374 ((( 375 375 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 376 -)))|(% colspan="1" %)(% colspan="1" %) 377 -((( 378 - 379 379 ))) 380 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)66 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 381 381 ((( 382 382 //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.// 383 383 ))) ... ... @@ -390,11 +390,8 @@ 390 390 )))|(% colspan="1" %)(% colspan="1" %) 391 391 ((( 392 392 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 393 -)))|(% colspan="1" %)(% colspan="1" %) 394 -((( 395 - 396 396 ))) 397 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)80 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 398 398 ((( 399 399 //These actions had no effect and were removed.// 400 400 ))) ... ... @@ -407,11 +407,8 @@ 407 407 )))|(% colspan="1" %)(% colspan="1" %) 408 408 ((( 409 409 **<setup_conversation_minigame/>** script action removed 410 -)))|(% colspan="1" %)(% colspan="1" %) 411 -((( 412 - 413 413 ))) 414 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)94 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 415 415 ((( 416 416 //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.// 417 417 ))) ... ... @@ -424,11 +424,8 @@ 424 424 )))|(% colspan="1" %)(% colspan="1" %) 425 425 ((( 426 426 <add_player_choice_*> **confidence** attribute removed 427 -)))|(% colspan="1" %)(% colspan="1" %) 428 -((( 429 - 430 430 ))) 431 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)108 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 432 432 ((( 433 433 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 434 434 ))) ... ... @@ -441,11 +441,8 @@ 441 441 )))|(% colspan="1" %)(% colspan="1" %) 442 442 ((( 443 443 **<hack_via_control_panel/>** script action removed 444 -)))|(% colspan="1" %)(% colspan="1" %) 445 -((( 446 - 447 447 ))) 448 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)122 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 449 449 ((( 450 450 //Unused script action <hack_via_control_panel/> was removed.// 451 451 ))) ... ... @@ -458,47 +458,13 @@ 458 458 )))|(% colspan="1" %)(% colspan="1" %) 459 459 ((( 460 460 **Lua: **GetMiniGameCursorPosition() removed 461 -)))|(% colspan="1" %)(% colspan="1" %) 462 -((( 463 - 464 464 ))) 465 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)136 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 466 466 ((( 467 467 //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.// 468 468 ))) 469 -|((( 470 -UI core 471 -)))|((( 472 -3.0 Beta 1 473 -)))|((( 474 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 475 -)))|(% colspan="1" %)(% colspan="1" %) 476 -((( 477 - 478 -))) 479 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 480 -((( 481 -//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.// 482 -))) 483 483 |(% colspan="1" %)(% colspan="1" %) 484 484 ((( 485 -UI extensions 486 -)))|(% colspan="1" %)(% colspan="1" %) 487 -((( 488 -3.0 Beta 1 489 -)))|(% colspan="1" %)(% colspan="1" %) 490 -((( 491 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 492 -)))|(% colspan="1" %)(% colspan="1" %) 493 -((( 494 - 495 -))) 496 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 497 -((( 498 -//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.// 499 -))) 500 -|(% colspan="1" %)(% colspan="1" %) 501 -((( 502 502 Scripts 503 503 )))|(% colspan="1" %)(% colspan="1" %) 504 504 ((( ... ... @@ -506,14 +506,11 @@ 506 506 )))|(% colspan="1" %)(% colspan="1" %) 507 507 ((( 508 508 **$ware.illegal** updated 509 -)))|(% colspan="1" %)(% colspan="1" %) 510 -((( 511 - 512 512 ))) 513 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)150 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 514 514 ((( 515 515 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 516 -//It now returns true if $ware is illegal to any faction in the game.// 153 +\\//It now returns true if $ware is illegal to any faction in the game.// 517 517 ))) 518 518 |(% colspan="1" %)(% colspan="1" %) 519 519 ((( ... ... @@ -523,14 +523,13 @@ 523 523 3.0 Beta 1 524 524 )))|(% colspan="1" %)(% colspan="1" %) 525 525 ((( 526 -MD script **RML_Flight_Along_Path** removed 527 -)))|(% colspan="1" %)(% colspan="1" %) 528 -((( 529 - 163 +'**checkoperational**' filter behaviour changed 530 530 ))) 531 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)165 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 532 532 ((( 533 -//The MD script RML_Flight_Along_Path was not referened and was removed.// 167 +//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.// 168 + 169 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 534 534 ))) 535 535 |(% colspan="1" %)(% colspan="1" %) 536 536 ((( ... ... @@ -540,84 +540,23 @@ 540 540 3.0 Beta 1 541 541 )))|(% colspan="1" %)(% colspan="1" %) 542 542 ((( 543 -parameters of **<event_venture_mission_completed/>** changed 544 -)))|(% colspan="1" %)(% colspan="1" %) 545 -((( 546 - 179 +MD script **RML_Flight_Along_Path** removed 547 547 ))) 548 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)181 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 549 549 ((( 550 -//old params: param = venture details, param2 = ships involved, param3 = duration// 551 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 183 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 552 552 ))) 553 553 |((( 554 554 Scripts 555 555 )))|((( 556 -3.0 Beta 1 557 -)))|((( 558 -**<set_object_wing_name/>** removed, 559 -**<set_object_fleet_name/>** added 560 -)))|(% colspan="1" %)(% colspan="1" %) 561 -((( 562 - 563 -))) 564 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 565 -((( 566 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 567 -))) 568 -|((( 569 -Scripts 570 -)))|((( 571 -3.0 Beta 1 572 -)))|((( 573 -**$controllable.wing.*** removed, 574 -**$controllable.fleet.*** added 575 -)))|(% colspan="1" %)(% colspan="1" %) 576 -((( 577 - 578 -))) 579 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 580 -((( 581 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 582 -))) 583 -|(% colspan="4" %)(% colspan="4" %) 584 -((( 585 -== 2.60 == 586 -))) 587 -|((( 588 -Scripts 589 -)))|((( 590 590 2.60 Beta 1 591 591 )))|((( 592 -'**checkoperational**' filter behaviour changed 593 -)))|(% colspan="1" %)(% colspan="1" %) 594 -((( 595 - 190 +$container.supplyresources behavior changed 596 596 ))) 597 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)192 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 598 598 ((( 599 -//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.// 600 - 601 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 602 -))) 603 -|((( 604 -Scripts 605 -)))|((( 606 -2.60 Beta 1 607 -)))|((( 608 -$container.**supplyresources** behavior changed 609 -)))|(% colspan="1" %)(% colspan="1" %) 610 -((( 611 - 612 -))) 613 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 614 -((( 615 615 //The script keyword $container.supplyresources now includes reserved wares.// 616 616 ))) 617 -|(% colspan="4" %)(% colspan="4" %) 618 -((( 619 -== 2.20 == 620 -))) 621 621 |(% colspan="1" %)(% colspan="1" %) 622 622 ((( 623 623 UI core ... ... @@ -627,11 +627,8 @@ 627 627 )))|(% colspan="1" %)(% colspan="1" %) 628 628 ((( 629 629 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 630 -)))|(% colspan="1" %)(% colspan="1" %) 631 -((( 632 - 633 633 ))) 634 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)206 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 635 635 ((( 636 636 //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. 637 637 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.// ... ... @@ -648,18 +648,11 @@ 648 648 )))|(% colspan="1" %)(% colspan="1" %) 649 649 ((( 650 650 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 651 -)))|(% colspan="1" %)(% colspan="1" %) 652 -((( 653 - 654 654 ))) 655 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)224 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 656 656 ((( 657 657 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 658 658 ))) 659 -|(% colspan="4" %)(% colspan="4" %) 660 -((( 661 -== 2.00 == 662 -))) 663 663 |(% colspan="1" %)(% colspan="1" %) 664 664 ((( 665 665 Scripts ... ... @@ -669,11 +669,8 @@ 669 669 )))|(% colspan="1" %)(% colspan="1" %) 670 670 ((( 671 671 **<event_build_finished/> **param2 now returns null instead of a construction sequence 672 -)))|(% colspan="1" %)(% colspan="1" %) 673 -((( 674 - 675 675 ))) 676 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)238 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 677 677 ((( 678 678 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 679 679 ))) ... ... @@ -686,11 +686,8 @@ 686 686 )))|(% colspan="1" %)(% colspan="1" %) 687 687 ((( 688 688 **param.boarding.{...}** strength parameters removed 689 -)))|(% colspan="1" %)(% colspan="1" %) 690 -((( 691 - 692 692 ))) 693 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)252 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 694 694 ((( 695 695 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 696 696 ))) ... ... @@ -703,11 +703,8 @@ 703 703 )))|(% colspan="1" %)(% colspan="1" %) 704 704 ((( 705 705 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 706 -)))|(% colspan="1" %)(% colspan="1" %) 707 -((( 708 - 709 709 ))) 710 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)266 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 711 711 ((( 712 712 //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.// 713 713 ))) ... ... @@ -717,11 +717,8 @@ 717 717 2.00 Beta 1 718 718 )))|((( 719 719 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 720 -)))|(% colspan="1" %)(% colspan="1" %) 721 -((( 722 - 723 723 ))) 724 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)277 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 725 725 ((( 726 726 //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.// 727 727 ))) ... ... @@ -731,11 +731,8 @@ 731 731 2.00 Beta 1 732 732 )))|((( 733 733 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 734 -)))|(% colspan="1" %)(% colspan="1" %) 735 -((( 736 - 737 737 ))) 738 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)288 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 739 739 ((( 740 740 //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.// 741 741 //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.// ... ... @@ -746,11 +746,8 @@ 746 746 2.00 Beta 1 747 747 )))|((( 748 748 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 749 -)))|(% colspan="1" %)(% colspan="1" %) 750 -((( 751 - 752 752 ))) 753 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)300 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 754 754 ((( 755 755 //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.// 756 756 ))) ... ... @@ -760,11 +760,8 @@ 760 760 2.00 Beta 1 761 761 )))|((( 762 762 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 763 -)))|(% colspan="1" %)(% colspan="1" %) 764 -((( 765 - 766 766 ))) 767 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)311 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 768 768 ((( 769 769 //For prior behavior, check for event.param being non-null.// 770 770 ))) ... ... @@ -774,11 +774,8 @@ 774 774 2.00 Beta 1 775 775 )))|((( 776 776 **<shoot/>/<shoot_at/>** attribute changes. 777 -)))|(% colspan="1" %)(% colspan="1" %) 778 -((( 779 - 780 780 ))) 781 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)322 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 782 782 ((( 783 783 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 784 784 //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.// ... ... @@ -792,11 +792,8 @@ 792 792 2.00 Beta 1 793 793 )))|((( 794 794 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 795 -)))|(% colspan="1" %)(% colspan="1" %) 796 -((( 797 - 798 798 ))) 799 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)337 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 800 800 ((( 801 801 //Added possibility to query build tasks of a certain buildmodule.// 802 802 ))) ... ... @@ -806,11 +806,8 @@ 806 806 2.00 Beta 1 807 807 )))|((( 808 808 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 809 -)))|(% colspan="1" %)(% colspan="1" %) 810 -((( 811 - 812 812 ))) 813 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)348 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 814 814 ((( 815 815 //Added list of resources a buildmodule needs to build.// 816 816 ))) ... ... @@ -820,11 +820,8 @@ 820 820 2.00 Beta 1 821 821 )))|((( 822 822 (% 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);" %) 823 -)))|(% colspan="1" %)(% colspan="1" %) 824 -((( 825 - 826 826 ))) 827 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)359 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 828 828 ((( 829 829 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 830 830 ))) ... ... @@ -834,18 +834,11 @@ 834 834 2.00 Beta 1 835 835 )))|((( 836 836 **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" %) 837 -)))|(% colspan="1" %)(% colspan="1" %) 838 -((( 839 - 840 840 ))) 841 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)370 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 842 842 ((( 843 843 //Changed return value type to const char* to better identify failure reasons in Lua script.// 844 844 ))) 845 -|(% colspan="4" %)(% colspan="4" %) 846 -((( 847 -== 1.50 == 848 -))) 849 849 |((( 850 850 UI extensions 851 851 )))|((( ... ... @@ -852,11 +852,8 @@ 852 852 1.50 Beta 3 853 853 )))|((( 854 854 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 855 -)))|(% colspan="1" %)(% colspan="1" %) 856 -((( 857 - 858 858 ))) 859 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)381 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 860 860 ((( 861 861 //The "docksizes" property no longer includes internal ship storage docks.// 862 862 ))) ... ... @@ -866,11 +866,8 @@ 866 866 1.50 Beta 2 867 867 )))|((( 868 868 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 869 -)))|(% colspan="1" %)(% colspan="1" %) 870 -((( 871 - 872 872 ))) 873 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)392 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 874 874 ((( 875 875 //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".// 876 876 ... ... @@ -884,11 +884,8 @@ 884 884 1.50 Beta 2 885 885 )))|((( 886 886 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 887 -)))|(% colspan="1" %)(% colspan="1" %) 888 -((( 889 - 890 890 ))) 891 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)407 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 892 892 ((( 893 893 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 894 894 ))) ... ... @@ -901,11 +901,8 @@ 901 901 )))|(% colspan="1" %)(% colspan="1" %) 902 902 ((( 903 903 **FFI: SetGuidance()** removed useinfopoint argument. 904 -)))|(% colspan="1" %)(% colspan="1" %) 905 -((( 906 - 907 907 ))) 908 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)421 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 909 909 ((( 910 910 //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. 911 911 // ... ... @@ -918,18 +918,11 @@ 918 918 1.50 Beta 1 919 919 )))|((( 920 920 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 921 -)))|(% colspan="1" %)(% colspan="1" %) 922 -((( 923 - 924 924 ))) 925 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)435 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 926 926 ((( 927 927 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 928 928 ))) 929 -|(% colspan="4" %)(% colspan="4" %) 930 -((( 931 -== 1.32 == 932 -))) 933 933 |((( 934 934 UI extensions 935 935 )))|((( ... ... @@ -936,18 +936,11 @@ 936 936 1.32 937 937 )))|((( 938 938 **Lua: GetComponentData() **removed the "nextdestname" property. 939 -)))|(% colspan="1" %)(% colspan="1" %) 940 -((( 941 - 942 942 ))) 943 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)446 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 944 944 ((( 945 945 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 946 946 ))) 947 -|(% colspan="4" %)(% colspan="4" %) 948 -((( 949 -== 1.20 == 950 -))) 951 951 |((( 952 952 UI extensions 953 953 )))|((( ... ... @@ -954,11 +954,8 @@ 954 954 1.20 955 955 )))|((( 956 956 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 957 -)))|(% colspan="1" %)(% colspan="1" %) 958 -((( 959 - 960 960 ))) 961 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)457 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 962 962 ((( 963 963 //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.// 964 964 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100 860794/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85132000/Breaking Changes