Changes for page Breaking Changes

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

From version 72.1
edited by stefan
on 2021/01/09 02:44
Change comment: There is no comment for this version
To version 86.1
edited by owen
on 2021/06/10 12:21
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
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1 -xwiki:XWiki.stefan
1 +xwiki:XWiki.owen
Content
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30 30  )))
31 31  |(% colspan="4" %)(% colspan="4" %)
32 32  (((
33 +== 4.10 ==
34 +)))
35 +|(((
36 +Scripts
37 +)))|(((
38 +4.10 Beta 1
39 +)))|(((
40 +People related attributes of mission** <delivery> **node moved
41 +)))|(((
42 +
43 +)))
44 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
45 +(((
46 +//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.//
47 +)))
48 +|(% colspan="4" %)(% colspan="4" %)
49 +(((
50 +== 4.10 ==
51 +)))
52 +|(% colspan="1" %)(% colspan="1" %)
53 +(((
54 +Scripts
55 +)))|(% colspan="1" %)(% colspan="1" %)
56 +(((
57 +4.10 Beta 1
58 +)))|(% colspan="1" %)(% colspan="1" %)
59 +(((
60 +**$destructible.productions** replaced with $defensible.productions
61 +)))|(% colspan="1" %)(% colspan="1" %)
62 +(((
63 +
64 +)))
65 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
66 +(((
67 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
68 +)))|(% colspan="1" %)(% colspan="1" %)
69 +(((
70 +
71 +)))
72 +|(((
73 +Scripts
74 +)))|(((
75 +4.10 Beta 1
76 +)))|(((
77 +Removed script property **$object.spawnsourceseed**
78 +)))|(((
79 +
80 +)))
81 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
82 +(((
83 +//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.//
84 +)))
85 +|(% colspan="4" %)(% colspan="4" %)
86 +(((
33 33  == 4.00 ==
34 34  )))
35 35  |(% colspan="1" %)(% colspan="1" %)
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37 37  UI core
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
94 +4.00 Beta 10
95 +)))|(% colspan="1" %)(% colspan="1" %)
96 +(((
97 +Controlled ship can change without a **gameplanchange-event** occurring.
98 +)))|(% colspan="1" %)(% colspan="1" %)
99 +(((
100 +
101 +)))
102 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
103 +(((
104 +//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).
105 +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.
106 +//
107 +)))|(% colspan="1" %)(% colspan="1" %)
108 +(((
109 +
110 +)))
111 +|(((
112 +Scripts
113 +)))|(((
114 +4.00 Beta 7
115 +)))|(((
116 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
117 +)))|(((
118 +
119 +)))
120 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
121 +(((
122 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
123 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
124 +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//
125 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
126 +(((
127 +
128 +)))
129 +|(% colspan="1" %)(% colspan="1" %)
130 +(((
131 +UI core
132 +)))|(% colspan="1" %)(% colspan="1" %)
133 +(((
134 +4.00 Beta 6
135 +)))|(% colspan="1" %)(% colspan="1" %)
136 +(((
137 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
138 +)))|(% colspan="1" %)(% colspan="1" %)
139 +(((
140 +
141 +)))
142 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
143 +(((
144 +//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.
145 +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).//
146 +
147 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
148 +//
149 +)))|(% colspan="1" %)(% colspan="1" %)
150 +(((
151 +
152 +)))
153 +|(% colspan="1" %)(% colspan="1" %)
154 +(((
155 +UI core
156 +)))|(% colspan="1" %)(% colspan="1" %)
157 +(((
40 40  4.00 Beta 5
41 41  )))|(% colspan="1" %)(% colspan="1" %)
42 42  (((
43 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in ranges relation range [-25,-10] changed
161 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
44 44  )))|(% colspan="1" %)(% colspan="1" %)
45 45  (((
46 46  
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47 47  )))
48 48  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
49 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).
168 +//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.//
169 +
170 +//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).
53 53  )))|(% colspan="1" %)(% colspan="1" %)
54 54  (((
55 55  
Confluence.Code.ConfluencePageClass[0]
id
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1 -100860794
1 +103285157
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100860794/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/103285157/Breaking Changes