Changes for page Breaking Changes

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

From version 75.1
edited by stefan
on 2021/02/01 04:38
Change comment: There is no comment for this version
To version 32.1
edited by owen
on 2019/06/26 10:11
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.stefan
1 +xwiki:XWiki.owen
Content
... ... @@ -24,432 +24,23 @@
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 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 '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.
51 -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).
52 -)))|(% colspan="1" %)(% colspan="1" %)
53 -(((
54 -
55 -)))
56 -|(((
57 -Parameters
58 -)))|(((
59 -4.00 Beta 1
60 -)))|(((
61 -**requiresconstructionvessel** parameter moved
62 -)))|(((
63 -
64 -)))
65 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
66 -(((
67 -//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
68 -)))
69 -|(((
70 70  Scripts
71 -)))|(((
72 -4.00 Beta 1
73 -)))|(((
74 -Changed behaviour of **gatedistance** script property
75 -)))|(((
76 -
77 -)))
78 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
79 -(((
80 -//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
81 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
82 -(((
83 -
84 -)))
85 -|(% colspan="4" %)(% colspan="4" %)
86 -(((
87 -== 3.30 ==
88 -)))
89 -|(((
90 -UI extensions
91 -)))|(((
92 -3.30 Beta 3
93 -)))|(((
94 -**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()**
95 95  )))|(% colspan="1" %)(% colspan="1" %)
96 96  (((
97 -
98 -)))
99 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
100 -(((
101 -//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()//
102 -)))
103 -|(% colspan="4" %)(% colspan="4" %)
104 -(((
105 -== 3.20 ==
106 -)))
107 -|(((
108 -Scripts
109 -)))|(((
110 -3.20 Beta 1
111 -)))|(((
112 -Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
113 -)))|(% colspan="1" %)(% colspan="1" %)
114 -(((
115 -
116 -)))
117 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
118 -(((
119 -//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
120 -//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
121 -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//
122 -)))
123 -|(% colspan="1" %)(% colspan="1" %)
124 -(((
125 -Scripts
126 -)))|(% colspan="1" %)(% colspan="1" %)
127 -(((
128 -3.20 Beta 1
129 -)))|(% colspan="1" %)(% colspan="1" %)
130 -(((
131 -Removed script property $trade.**restriction.faction**
132 -)))|(% colspan="1" %)(% colspan="1" %)
133 -(((
134 -
135 -)))
136 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
137 -(((
138 -//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
139 -)))
140 -|(((
141 -UI extensions
142 -)))|(((
143 -3.20 Beta 1
144 -)))|(((
145 -**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
146 -)))|(% colspan="1" %)(% colspan="1" %)
147 -(((
148 -
149 -)))
150 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
151 -(((
152 -//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.//
153 -)))
154 -|(% colspan="4" %)(% colspan="4" %)
155 -(((
156 -== 3.10 ==
157 -)))
158 -|(% colspan="1" %)(% colspan="1" %)
159 -(((
160 -Scripts
161 -)))|(% colspan="1" %)(% colspan="1" %)
162 -(((
163 -3.10 Beta 1
164 -)))|(% colspan="1" %)(% colspan="1" %)
165 -(((
166 -Removed script action **<add_build/>**
167 -)))|(% colspan="1" %)(% colspan="1" %)
168 -(((
169 -
170 -)))
171 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
172 -(((
173 -//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.//
174 -)))
175 -|(% colspan="4" %)(% colspan="4" %)
176 -(((
177 -== 3.00 ==
178 -)))
179 -|(% colspan="1" %)(% colspan="1" %)
180 -(((
181 -Scripts
182 -)))|(% colspan="1" %)(% colspan="1" %)
183 -(((
184 -3.0 Beta 6
185 -)))|(% colspan="1" %)(% colspan="1" %)
186 -(((
187 -Changed behaviour of script action **<get_suitable_job/>**
188 -)))|(% colspan="1" %)(% colspan="1" %)
189 -(((
190 -
191 -)))
192 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
193 -(((
194 -//<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.//
195 -)))
196 -|(% colspan="1" %)(% colspan="1" %)
197 -(((
198 -Scripts
199 -)))|(% colspan="1" %)(% colspan="1" %)
200 -(((
201 -3.0 Beta 6
202 -)))|(% colspan="1" %)(% colspan="1" %)
203 -(((
204 -Changed behaviour of script action **<get_ware_definition/>**
205 -)))|(% colspan="1" %)(% colspan="1" %)
206 -(((
207 -
208 -)))
209 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
210 -(((
211 -//<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.//
212 -)))
213 -|(% colspan="1" %)(% colspan="1" %)
214 -(((
215 -Global
216 -)))|(% colspan="1" %)(% colspan="1" %)
217 -(((
218 -3.0 Beta 5
219 -)))|(% colspan="1" %)(% colspan="1" %)
220 -(((
221 -Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
222 -)))|(% colspan="1" %)(% colspan="1" %)
223 -(((
224 -
225 -)))
226 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
227 -(((
228 -//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.)\\
229 -
230 -//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).//
231 -)))
232 -|(% colspan="1" %)(% colspan="1" %)
233 -(((
234 -Scripts
235 -)))|(% colspan="1" %)(% colspan="1" %)
236 -(((
237 -3.0 Beta 5
238 -)))|(% colspan="1" %)(% colspan="1" %)
239 -(((
240 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
241 -)))|(% colspan="1" %)(% colspan="1" %)
242 -(((
243 -
244 -)))
245 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
246 -(((
247 -//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.//
248 -)))
249 -|(% colspan="1" %)(% colspan="1" %)
250 -(((
251 -Scripts
252 -)))|(% colspan="1" %)(% colspan="1" %)
253 -(((
254 -3.0 Beta 5
255 -)))|(% colspan="1" %)(% colspan="1" %)
256 -(((
257 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
258 -)))|(% colspan="1" %)(% colspan="1" %)
259 -(((
260 -
261 -)))
262 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
263 -(((
264 -//Before the change, positions are relative to $dockingbay.parent.
265 -After the change, positions are relative to $dockingbay as specified in the documentation.//
266 -)))
267 -|(% colspan="1" %)(% colspan="1" %)
268 -(((
269 -Global
270 -)))|(% colspan="1" %)(% colspan="1" %)
271 -(((
272 -3.0 Beta 2
273 -)))|(% colspan="1" %)(% colspan="1" %)
274 -(((
275 -Support for entity flag "**skillsvisible**" dropped
276 -)))|(% colspan="1" %)(% colspan="1" %)
277 -(((
278 -
279 -)))
280 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
281 -(((
282 -//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().//
283 -)))
284 -|(((
285 -Scripts
286 -)))|(((
287 -3.0 Beta 2
288 -)))|(((
289 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
290 -)))|(% colspan="1" %)(% colspan="1" %)
291 -(((
292 -
293 -)))
294 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
295 -(((
296 -//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.
297 -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.
298 -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.
299 -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).
300 -)))
301 -|(% colspan="1" %)(% colspan="1" %)
302 -(((
303 -Global
304 -)))|(% colspan="1" %)(% colspan="1" %)
305 -(((
306 306  3.0 Beta 1
307 307  )))|(% colspan="1" %)(% colspan="1" %)
308 308  (((
309 -**MissionBoard** support dropped
310 -)))|(% colspan="1" %)(% colspan="1" %)
311 -(((
312 -
36 +<hack_via_control_panel/> script action removed
313 313  )))
314 -|(% 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" %)
315 315  (((
316 -//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.//
40 +Unused script action <hack_via_control_panel/> was removed.
317 317  )))
318 -|(((
319 -Job/God
320 -)))|(((
321 -3.0 Beta 1
322 -)))|(((
323 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
324 -)))|(% colspan="1" %)(% colspan="1" %)
325 -(((
326 -
327 -)))
328 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
329 -(((
330 -//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.//
331 -)))
332 332  |(% colspan="1" %)(% colspan="1" %)
333 333  (((
334 -Scripts
335 -)))|(% colspan="1" %)(% colspan="1" %)
336 -(((
337 -3.0 Beta 1
338 -)))|(% colspan="1" %)(% colspan="1" %)
339 -(((
340 -Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
341 -)))|(% colspan="1" %)(% colspan="1" %)
342 -(((
343 -
344 -)))
345 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
346 -(((
347 -//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.//
348 -)))
349 -|(% colspan="1" %)(% colspan="1" %)
350 -(((
351 -Scripts
352 -)))|(% colspan="1" %)(% colspan="1" %)
353 -(((
354 -3.0 Beta 1
355 -)))|(% colspan="1" %)(% colspan="1" %)
356 -(((
357 -Script action **<set_doors_locked/>** attribute **'group'** changed
358 -)))|(% colspan="1" %)(% colspan="1" %)
359 -(((
360 -
361 -)))
362 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
363 -(((
364 -//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.//
365 -)))
366 -|(% colspan="1" %)(% colspan="1" %)
367 -(((
368 -Scripts
369 -)))|(% colspan="1" %)(% colspan="1" %)
370 -(((
371 -3.0 Beta 1
372 -)))|(% colspan="1" %)(% colspan="1" %)
373 -(((
374 -Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
375 -)))|(% colspan="1" %)(% colspan="1" %)
376 -(((
377 -
378 -)))
379 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
380 -(((
381 -//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.//
382 -)))
383 -|(% colspan="1" %)(% colspan="1" %)
384 -(((
385 -Scripts
386 -)))|(% colspan="1" %)(% colspan="1" %)
387 -(((
388 -3.0 Beta 1
389 -)))|(% colspan="1" %)(% colspan="1" %)
390 -(((
391 -Script actions **<set_hack_target/>** and **<abort_hack/>** removed
392 -)))|(% colspan="1" %)(% colspan="1" %)
393 -(((
394 -
395 -)))
396 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
397 -(((
398 -//These actions had no effect and were removed.//
399 -)))
400 -|(% colspan="1" %)(% colspan="1" %)
401 -(((
402 -Scripts
403 -)))|(% colspan="1" %)(% colspan="1" %)
404 -(((
405 -3.0 Beta 1
406 -)))|(% colspan="1" %)(% colspan="1" %)
407 -(((
408 -**<setup_conversation_minigame/>** script action removed
409 -)))|(% colspan="1" %)(% colspan="1" %)
410 -(((
411 -
412 -)))
413 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
414 -(((
415 -//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.//
416 -)))
417 -|(% colspan="1" %)(% colspan="1" %)
418 -(((
419 -Scripts
420 -)))|(% colspan="1" %)(% colspan="1" %)
421 -(((
422 -3.0 Beta 1
423 -)))|(% colspan="1" %)(% colspan="1" %)
424 -(((
425 -<add_player_choice_*> **confidence** attribute removed
426 -)))|(% colspan="1" %)(% colspan="1" %)
427 -(((
428 -
429 -)))
430 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
431 -(((
432 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
433 -)))
434 -|(% colspan="1" %)(% colspan="1" %)
435 -(((
436 -Scripts
437 -)))|(% colspan="1" %)(% colspan="1" %)
438 -(((
439 -3.0 Beta 1
440 -)))|(% colspan="1" %)(% colspan="1" %)
441 -(((
442 -**<hack_via_control_panel/>** script action removed
443 -)))|(% colspan="1" %)(% colspan="1" %)
444 -(((
445 -
446 -)))
447 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
448 -(((
449 -//Unused script action <hack_via_control_panel/> was removed.//
450 -)))
451 -|(% colspan="1" %)(% colspan="1" %)
452 -(((
453 453  UI core
454 454  )))|(% colspan="1" %)(% colspan="1" %)
455 455  (((
... ... @@ -457,44 +457,25 @@
457 457  )))|(% colspan="1" %)(% colspan="1" %)
458 458  (((
459 459  **Lua: **GetMiniGameCursorPosition() removed
460 -)))|(% colspan="1" %)(% colspan="1" %)
461 -(((
462 -
463 463  )))
464 -|(% 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" %)
465 465  (((
466 -//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.//
54 +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.
467 467  )))
468 -|(((
469 -UI core
470 -)))|(((
471 -3.0 Beta 1
472 -)))|(((
473 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
474 -)))|(% colspan="1" %)(% colspan="1" %)
475 -(((
476 -
477 -)))
478 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
479 -(((
480 -//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.//
481 -)))
482 482  |(% colspan="1" %)(% colspan="1" %)
483 483  (((
484 -UI extensions
58 +Scripts
485 485  )))|(% colspan="1" %)(% colspan="1" %)
486 486  (((
487 487  3.0 Beta 1
488 488  )))|(% colspan="1" %)(% colspan="1" %)
489 489  (((
490 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
491 -)))|(% colspan="1" %)(% colspan="1" %)
492 -(((
493 -
64 +$ware.illegal updated
494 494  )))
495 -|(% 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" %)
496 496  (((
497 -//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.//
68 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
69 +\\It now returns true if $ware is illegal to any faction in the game.
498 498  )))
499 499  |(% colspan="1" %)(% colspan="1" %)
500 500  (((
... ... @@ -504,15 +504,13 @@
504 504  3.0 Beta 1
505 505  )))|(% colspan="1" %)(% colspan="1" %)
506 506  (((
507 -**$ware.illegal** updated
508 -)))|(% colspan="1" %)(% colspan="1" %)
509 -(((
510 -
79 +'checkoperational' filter behaviour changed
511 511  )))
512 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
81 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
513 513  (((
514 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
515 -//It now returns true if $ware is illegal to any faction in the game.//
83 +//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.//
84 +
85 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
516 516  )))
517 517  |(% colspan="1" %)(% colspan="1" %)
518 518  (((
... ... @@ -523,102 +523,13 @@
523 523  )))|(% colspan="1" %)(% colspan="1" %)
524 524  (((
525 525  MD script **RML_Flight_Along_Path** removed
526 -)))|(% colspan="1" %)(% colspan="1" %)
527 -(((
528 -
529 529  )))
530 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
97 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
531 531  (((
532 532  //The MD script RML_Flight_Along_Path was not referened and was removed.//
533 533  )))
534 534  |(% colspan="1" %)(% colspan="1" %)
535 535  (((
536 -Scripts
537 -)))|(% colspan="1" %)(% colspan="1" %)
538 -(((
539 -3.0 Beta 1
540 -)))|(% colspan="1" %)(% colspan="1" %)
541 -(((
542 -parameters of **<event_venture_mission_completed/>** changed
543 -)))|(% colspan="1" %)(% colspan="1" %)
544 -(((
545 -
546 -)))
547 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
548 -(((
549 -//old params: param = venture details, param2 = ships involved, param3 = duration//
550 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
551 -)))
552 -|(((
553 -Scripts
554 -)))|(((
555 -3.0 Beta 1
556 -)))|(((
557 -**<set_object_wing_name/>** removed,
558 -**<set_object_fleet_name/>** added
559 -)))|(% colspan="1" %)(% colspan="1" %)
560 -(((
561 -
562 -)))
563 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
564 -(((
565 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
566 -)))
567 -|(((
568 -Scripts
569 -)))|(((
570 -3.0 Beta 1
571 -)))|(((
572 -**$controllable.wing.*** removed,
573 -**$controllable.fleet.*** added
574 -)))|(% colspan="1" %)(% colspan="1" %)
575 -(((
576 -
577 -)))
578 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
579 -(((
580 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
581 -)))
582 -|(% colspan="4" %)(% colspan="4" %)
583 -(((
584 -== 2.60 ==
585 -)))
586 -|(((
587 -Scripts
588 -)))|(((
589 -2.60 Beta 1
590 -)))|(((
591 -'**checkoperational**' filter behaviour changed
592 -)))|(% colspan="1" %)(% colspan="1" %)
593 -(((
594 -
595 -)))
596 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
597 -(((
598 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
599 -
600 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
601 -)))
602 -|(((
603 -Scripts
604 -)))|(((
605 -2.60 Beta 1
606 -)))|(((
607 -$container.**supplyresources** behavior changed
608 -)))|(% colspan="1" %)(% colspan="1" %)
609 -(((
610 -
611 -)))
612 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
613 -(((
614 -//The script keyword $container.supplyresources now includes reserved wares.//
615 -)))
616 -|(% colspan="4" %)(% colspan="4" %)
617 -(((
618 -== 2.20 ==
619 -)))
620 -|(% colspan="1" %)(% colspan="1" %)
621 -(((
622 622  UI core
623 623  )))|(% colspan="1" %)(% colspan="1" %)
624 624  (((
... ... @@ -626,11 +626,8 @@
626 626  )))|(% colspan="1" %)(% colspan="1" %)
627 627  (((
628 628  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
629 -)))|(% colspan="1" %)(% colspan="1" %)
630 -(((
631 -
632 632  )))
633 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
111 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
634 634  (((
635 635  //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.
636 636  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.//
... ... @@ -647,18 +647,11 @@
647 647  )))|(% colspan="1" %)(% colspan="1" %)
648 648  (((
649 649  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
650 -)))|(% colspan="1" %)(% colspan="1" %)
651 -(((
652 -
653 653  )))
654 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
129 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
655 655  (((
656 656  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
657 657  )))
658 -|(% colspan="4" %)(% colspan="4" %)
659 -(((
660 -== 2.00 ==
661 -)))
662 662  |(% colspan="1" %)(% colspan="1" %)
663 663  (((
664 664  Scripts
... ... @@ -668,11 +668,8 @@
668 668  )))|(% colspan="1" %)(% colspan="1" %)
669 669  (((
670 670  **<event_build_finished/> **param2 now returns null instead of a construction sequence
671 -)))|(% colspan="1" %)(% colspan="1" %)
672 -(((
673 -
674 674  )))
675 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
143 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
676 676  (((
677 677  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
678 678  )))
... ... @@ -685,11 +685,8 @@
685 685  )))|(% colspan="1" %)(% colspan="1" %)
686 686  (((
687 687  **param.boarding.{...}** strength parameters removed
688 -)))|(% colspan="1" %)(% colspan="1" %)
689 -(((
690 -
691 691  )))
692 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
157 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
693 693  (((
694 694  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
695 695  )))
... ... @@ -702,11 +702,8 @@
702 702  )))|(% colspan="1" %)(% colspan="1" %)
703 703  (((
704 704  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
705 -)))|(% colspan="1" %)(% colspan="1" %)
706 -(((
707 -
708 708  )))
709 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
171 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
710 710  (((
711 711  //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.//
712 712  )))
... ... @@ -716,11 +716,8 @@
716 716  2.00 Beta 1
717 717  )))|(((
718 718  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
719 -)))|(% colspan="1" %)(% colspan="1" %)
720 -(((
721 -
722 722  )))
723 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
182 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
724 724  (((
725 725  //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.//
726 726  )))
... ... @@ -730,11 +730,8 @@
730 730  2.00 Beta 1
731 731  )))|(((
732 732  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
733 -)))|(% colspan="1" %)(% colspan="1" %)
734 -(((
735 -
736 736  )))
737 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
193 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
738 738  (((
739 739  //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.//
740 740  //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.//
... ... @@ -745,11 +745,8 @@
745 745  2.00 Beta 1
746 746  )))|(((
747 747  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
748 -)))|(% colspan="1" %)(% colspan="1" %)
749 -(((
750 -
751 751  )))
752 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
205 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
753 753  (((
754 754  //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.//
755 755  )))
... ... @@ -759,11 +759,8 @@
759 759  2.00 Beta 1
760 760  )))|(((
761 761  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
762 -)))|(% colspan="1" %)(% colspan="1" %)
763 -(((
764 -
765 765  )))
766 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
216 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
767 767  (((
768 768  //For prior behavior, check for event.param being non-null.//
769 769  )))
... ... @@ -773,11 +773,8 @@
773 773  2.00 Beta 1
774 774  )))|(((
775 775  **<shoot/>/<shoot_at/>** attribute changes.
776 -)))|(% colspan="1" %)(% colspan="1" %)
777 -(((
778 -
779 779  )))
780 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
227 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
781 781  (((
782 782  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
783 783  //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.//
... ... @@ -791,11 +791,8 @@
791 791  2.00 Beta 1
792 792  )))|(((
793 793  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
794 -)))|(% colspan="1" %)(% colspan="1" %)
795 -(((
796 -
797 797  )))
798 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
242 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
799 799  (((
800 800  //Added possibility to query build tasks of a certain buildmodule.//
801 801  )))
... ... @@ -805,11 +805,8 @@
805 805  2.00 Beta 1
806 806  )))|(((
807 807  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
808 -)))|(% colspan="1" %)(% colspan="1" %)
809 -(((
810 -
811 811  )))
812 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
253 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
813 813  (((
814 814  //Added list of resources a buildmodule needs to build.//
815 815  )))
... ... @@ -819,11 +819,8 @@
819 819  2.00 Beta 1
820 820  )))|(((
821 821  (% 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);" %)
822 -)))|(% colspan="1" %)(% colspan="1" %)
823 -(((
824 -
825 825  )))
826 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
264 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
827 827  (((
828 828  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
829 829  )))
... ... @@ -833,18 +833,11 @@
833 833  2.00 Beta 1
834 834  )))|(((
835 835  **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" %)
836 -)))|(% colspan="1" %)(% colspan="1" %)
837 -(((
838 -
839 839  )))
840 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
275 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
841 841  (((
842 842  //Changed return value type to const char* to better identify failure reasons in Lua script.//
843 843  )))
844 -|(% colspan="4" %)(% colspan="4" %)
845 -(((
846 -== 1.50 ==
847 -)))
848 848  |(((
849 849  UI extensions
850 850  )))|(((
... ... @@ -851,11 +851,8 @@
851 851  1.50 Beta 3
852 852  )))|(((
853 853  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
854 -)))|(% colspan="1" %)(% colspan="1" %)
855 -(((
856 -
857 857  )))
858 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
286 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
859 859  (((
860 860  //The "docksizes" property no longer includes internal ship storage docks.//
861 861  )))
... ... @@ -865,11 +865,8 @@
865 865  1.50 Beta 2
866 866  )))|(((
867 867  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
868 -)))|(% colspan="1" %)(% colspan="1" %)
869 -(((
870 -
871 871  )))
872 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
297 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
873 873  (((
874 874  //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".//
875 875  
... ... @@ -883,11 +883,8 @@
883 883  1.50 Beta 2
884 884  )))|(((
885 885  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
886 -)))|(% colspan="1" %)(% colspan="1" %)
887 -(((
888 -
889 889  )))
890 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
312 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
891 891  (((
892 892  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
893 893  )))
... ... @@ -900,11 +900,8 @@
900 900  )))|(% colspan="1" %)(% colspan="1" %)
901 901  (((
902 902  **FFI: SetGuidance()** removed useinfopoint argument.
903 -)))|(% colspan="1" %)(% colspan="1" %)
904 -(((
905 -
906 906  )))
907 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
326 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
908 908  (((
909 909  //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.
910 910  //
... ... @@ -917,18 +917,11 @@
917 917  1.50 Beta 1
918 918  )))|(((
919 919  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
920 -)))|(% colspan="1" %)(% colspan="1" %)
921 -(((
922 -
923 923  )))
924 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
340 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
925 925  (((
926 926  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
927 927  )))
928 -|(% colspan="4" %)(% colspan="4" %)
929 -(((
930 -== 1.32 ==
931 -)))
932 932  |(((
933 933  UI extensions
934 934  )))|(((
... ... @@ -935,18 +935,11 @@
935 935  1.32
936 936  )))|(((
937 937  **Lua: GetComponentData() **removed the "nextdestname" property.
938 -)))|(% colspan="1" %)(% colspan="1" %)
939 -(((
940 -
941 941  )))
942 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
351 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
943 943  (((
944 944  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
945 945  )))
946 -|(% colspan="4" %)(% colspan="4" %)
947 -(((
948 -== 1.20 ==
949 -)))
950 950  |(((
951 951  UI extensions
952 952  )))|(((
... ... @@ -953,11 +953,8 @@
953 953  1.20
954 954  )))|(((
955 955  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
956 -)))|(% colspan="1" %)(% colspan="1" %)
957 -(((
958 -
959 959  )))
960 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
362 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
961 961  (((
962 962  //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.//
963 963  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -101548080
1 +83460740
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/101548080/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460740/Breaking Changes