Changes for page Breaking Changes

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

From version 78.1
edited by matthias
on 2021/02/05 17:00
Change comment: There is no comment for this version
To version 26.1
edited by florian
on 2019/03/14 11:12
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.matthias
1 +xwiki:XWiki.florian
Content
... ... @@ -24,684 +24,35 @@
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
30 +UI extensions
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
40 -4.00 Beta 6
33 +2.50 Beta 1
41 41  )))|(% colspan="1" %)(% colspan="1" %)
42 42  (((
43 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
44 -)))|(% colspan="1" %)(% colspan="1" %)
45 -(((
46 -
36 +**FFI: GetNumMissingBuildResources() and GetNumMissingLoadoutResources()** got a new "playercase" parameter
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 -//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.
51 -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).//
52 -
53 -//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
54 -//
55 -)))|(% colspan="1" %)(% colspan="1" %)
56 -(((
57 -
40 +Added possibility to query only the resources that are missing then queueing new player builds.
58 58  )))
59 59  |(% colspan="1" %)(% colspan="1" %)
60 60  (((
61 -UI core
62 -)))|(% colspan="1" %)(% colspan="1" %)
63 -(((
64 -4.00 Beta 5
65 -)))|(% colspan="1" %)(% colspan="1" %)
66 -(((
67 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
68 -)))|(% colspan="1" %)(% colspan="1" %)
69 -(((
70 -
71 -)))
72 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
73 -(((
74 -//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.//
75 -
76 -//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).
77 -)))|(% colspan="1" %)(% colspan="1" %)
78 -(((
79 -
80 -)))
81 -|(((
82 -Parameters
83 -)))|(((
84 -4.00 Beta 1
85 -)))|(((
86 -**requiresconstructionvessel** parameter moved
87 -)))|(((
88 -
89 -)))
90 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
91 -(((
92 -//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
93 -)))
94 -|(((
95 95  Scripts
96 -)))|(((
97 -4.00 Beta 1
98 -)))|(((
99 -Changed behaviour of **gatedistance** script property
100 -)))|(((
101 -
102 -)))
103 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
104 -(((
105 -//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
106 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
107 -(((
108 -
109 -)))
110 -|(((
111 -Scripts
112 -)))|(((
113 -4.00 Beta 7
114 -)))|(((
115 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
116 -)))|(((
117 -
118 -)))
119 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
120 -(((
121 -//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
122 -New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
123 -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//
124 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
125 -(((
126 -
127 -)))
128 -|(% colspan="4" %)(% colspan="4" %)
129 -(((
130 -== 3.30 ==
131 -)))
132 -|(((
133 -UI extensions
134 -)))|(((
135 -3.30 Beta 3
136 -)))|(((
137 -**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()**
138 138  )))|(% colspan="1" %)(% colspan="1" %)
139 139  (((
140 -
141 -)))
142 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
143 -(((
144 -//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()//
145 -)))
146 -|(% colspan="4" %)(% colspan="4" %)
147 -(((
148 -== 3.20 ==
149 -)))
150 -|(((
151 -Scripts
152 -)))|(((
153 -3.20 Beta 1
154 -)))|(((
155 -Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
156 -)))|(% colspan="1" %)(% colspan="1" %)
157 -(((
158 -
159 -)))
160 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
161 -(((
162 -//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
163 -//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
164 -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//
165 -)))
166 -|(% colspan="1" %)(% colspan="1" %)
167 -(((
168 -Scripts
169 -)))|(% colspan="1" %)(% colspan="1" %)
170 -(((
171 -3.20 Beta 1
172 -)))|(% colspan="1" %)(% colspan="1" %)
173 -(((
174 -Removed script property $trade.**restriction.faction**
175 -)))|(% colspan="1" %)(% colspan="1" %)
176 -(((
177 -
178 -)))
179 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
180 -(((
181 -//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
182 -)))
183 -|(((
184 -UI extensions
185 -)))|(((
186 -3.20 Beta 1
187 -)))|(((
188 -**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
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 -//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.//
196 -)))
197 -|(% colspan="4" %)(% colspan="4" %)
198 -(((
199 -== 3.10 ==
200 -)))
201 -|(% colspan="1" %)(% colspan="1" %)
202 -(((
203 -Scripts
204 -)))|(% colspan="1" %)(% colspan="1" %)
205 -(((
206 -3.10 Beta 1
207 -)))|(% colspan="1" %)(% colspan="1" %)
208 -(((
209 -Removed script action **<add_build/>**
210 -)))|(% colspan="1" %)(% colspan="1" %)
211 -(((
212 -
213 -)))
214 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
215 -(((
216 -//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.//
217 -)))
218 -|(% colspan="4" %)(% colspan="4" %)
219 -(((
220 -== 3.00 ==
221 -)))
222 -|(% colspan="1" %)(% colspan="1" %)
223 -(((
224 -Scripts
225 -)))|(% colspan="1" %)(% colspan="1" %)
226 -(((
227 -3.0 Beta 6
228 -)))|(% colspan="1" %)(% colspan="1" %)
229 -(((
230 -Changed behaviour of script action **<get_suitable_job/>**
231 -)))|(% colspan="1" %)(% colspan="1" %)
232 -(((
233 -
234 -)))
235 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
236 -(((
237 -//<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.//
238 -)))
239 -|(% colspan="1" %)(% colspan="1" %)
240 -(((
241 -Scripts
242 -)))|(% colspan="1" %)(% colspan="1" %)
243 -(((
244 -3.0 Beta 6
245 -)))|(% colspan="1" %)(% colspan="1" %)
246 -(((
247 -Changed behaviour of script action **<get_ware_definition/>**
248 -)))|(% colspan="1" %)(% colspan="1" %)
249 -(((
250 -
251 -)))
252 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
253 -(((
254 -//<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.//
255 -)))
256 -|(% colspan="1" %)(% colspan="1" %)
257 -(((
258 -Global
259 -)))|(% colspan="1" %)(% colspan="1" %)
260 -(((
261 -3.0 Beta 5
262 -)))|(% colspan="1" %)(% colspan="1" %)
263 -(((
264 -Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
265 -)))|(% colspan="1" %)(% colspan="1" %)
266 -(((
267 -
268 -)))
269 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
270 -(((
271 -//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.)\\
272 -
273 -//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).//
274 -)))
275 -|(% colspan="1" %)(% colspan="1" %)
276 -(((
277 -Scripts
278 -)))|(% colspan="1" %)(% colspan="1" %)
279 -(((
280 -3.0 Beta 5
281 -)))|(% colspan="1" %)(% colspan="1" %)
282 -(((
283 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
284 -)))|(% colspan="1" %)(% colspan="1" %)
285 -(((
286 -
287 -)))
288 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
289 -(((
290 -//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.//
291 -)))
292 -|(% colspan="1" %)(% colspan="1" %)
293 -(((
294 -Scripts
295 -)))|(% colspan="1" %)(% colspan="1" %)
296 -(((
297 -3.0 Beta 5
298 -)))|(% colspan="1" %)(% colspan="1" %)
299 -(((
300 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
301 -)))|(% colspan="1" %)(% colspan="1" %)
302 -(((
303 -
304 -)))
305 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
306 -(((
307 -//Before the change, positions are relative to $dockingbay.parent.
308 -After the change, positions are relative to $dockingbay as specified in the documentation.//
309 -)))
310 -|(% colspan="1" %)(% colspan="1" %)
311 -(((
312 -Global
313 -)))|(% colspan="1" %)(% colspan="1" %)
314 -(((
315 -3.0 Beta 2
316 -)))|(% colspan="1" %)(% colspan="1" %)
317 -(((
318 -Support for entity flag "**skillsvisible**" dropped
319 -)))|(% colspan="1" %)(% colspan="1" %)
320 -(((
321 -
322 -)))
323 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
324 -(((
325 -//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().//
326 -)))
327 -|(((
328 -Scripts
329 -)))|(((
330 -3.0 Beta 2
331 -)))|(((
332 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
333 -)))|(% colspan="1" %)(% colspan="1" %)
334 -(((
335 -
336 -)))
337 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
338 -(((
339 -//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.
340 -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.
341 -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.
342 -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).
343 -)))
344 -|(% colspan="1" %)(% colspan="1" %)
345 -(((
346 -Global
347 -)))|(% colspan="1" %)(% colspan="1" %)
348 -(((
349 -3.0 Beta 1
350 -)))|(% colspan="1" %)(% colspan="1" %)
351 -(((
352 -**MissionBoard** support dropped
353 -)))|(% colspan="1" %)(% colspan="1" %)
354 -(((
355 -
356 -)))
357 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
358 -(((
359 -//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.//
360 -)))
361 -|(((
362 -Job/God
363 -)))|(((
364 -3.0 Beta 1
365 -)))|(((
366 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
367 -)))|(% colspan="1" %)(% colspan="1" %)
368 -(((
369 -
370 -)))
371 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
372 -(((
373 -//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.//
374 -)))
375 -|(% colspan="1" %)(% colspan="1" %)
376 -(((
377 -Scripts
378 -)))|(% colspan="1" %)(% colspan="1" %)
379 -(((
380 -3.0 Beta 1
381 -)))|(% colspan="1" %)(% colspan="1" %)
382 -(((
383 -Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
384 -)))|(% colspan="1" %)(% colspan="1" %)
385 -(((
386 -
387 -)))
388 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
389 -(((
390 -//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.//
391 -)))
392 -|(% colspan="1" %)(% colspan="1" %)
393 -(((
394 -Scripts
395 -)))|(% colspan="1" %)(% colspan="1" %)
396 -(((
397 -3.0 Beta 1
398 -)))|(% colspan="1" %)(% colspan="1" %)
399 -(((
400 -Script action **<set_doors_locked/>** attribute **'group'** changed
401 -)))|(% colspan="1" %)(% colspan="1" %)
402 -(((
403 -
404 -)))
405 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
406 -(((
407 -//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.//
408 -)))
409 -|(% colspan="1" %)(% colspan="1" %)
410 -(((
411 -Scripts
412 -)))|(% colspan="1" %)(% colspan="1" %)
413 -(((
414 -3.0 Beta 1
415 -)))|(% colspan="1" %)(% colspan="1" %)
416 -(((
417 -Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
418 -)))|(% colspan="1" %)(% colspan="1" %)
419 -(((
420 -
421 -)))
422 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
423 -(((
424 -//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.//
425 -)))
426 -|(% colspan="1" %)(% colspan="1" %)
427 -(((
428 -Scripts
429 -)))|(% colspan="1" %)(% colspan="1" %)
430 -(((
431 -3.0 Beta 1
432 -)))|(% colspan="1" %)(% colspan="1" %)
433 -(((
434 -Script actions **<set_hack_target/>** and **<abort_hack/>** removed
435 -)))|(% colspan="1" %)(% colspan="1" %)
436 -(((
437 -
438 -)))
439 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
440 -(((
441 -//These actions had no effect and were removed.//
442 -)))
443 -|(% colspan="1" %)(% colspan="1" %)
444 -(((
445 -Scripts
446 -)))|(% colspan="1" %)(% colspan="1" %)
447 -(((
448 -3.0 Beta 1
449 -)))|(% colspan="1" %)(% colspan="1" %)
450 -(((
451 -**<setup_conversation_minigame/>** script action removed
452 -)))|(% colspan="1" %)(% colspan="1" %)
453 -(((
454 -
455 -)))
456 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
457 -(((
458 -//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.//
459 -)))
460 -|(% colspan="1" %)(% colspan="1" %)
461 -(((
462 -Scripts
463 -)))|(% colspan="1" %)(% colspan="1" %)
464 -(((
465 -3.0 Beta 1
466 -)))|(% colspan="1" %)(% colspan="1" %)
467 -(((
468 -<add_player_choice_*> **confidence** attribute removed
469 -)))|(% colspan="1" %)(% colspan="1" %)
470 -(((
471 -
472 -)))
473 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
474 -(((
475 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
476 -)))
477 -|(% colspan="1" %)(% colspan="1" %)
478 -(((
479 -Scripts
480 -)))|(% colspan="1" %)(% colspan="1" %)
481 -(((
482 -3.0 Beta 1
483 -)))|(% colspan="1" %)(% colspan="1" %)
484 -(((
485 -**<hack_via_control_panel/>** script action removed
486 -)))|(% colspan="1" %)(% colspan="1" %)
487 -(((
488 -
489 -)))
490 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
491 -(((
492 -//Unused script action <hack_via_control_panel/> was removed.//
493 -)))
494 -|(% colspan="1" %)(% colspan="1" %)
495 -(((
496 -UI core
497 -)))|(% colspan="1" %)(% colspan="1" %)
498 -(((
499 -3.0 Beta 1
500 -)))|(% colspan="1" %)(% colspan="1" %)
501 -(((
502 -**Lua: **GetMiniGameCursorPosition() removed
503 -)))|(% colspan="1" %)(% colspan="1" %)
504 -(((
505 -
506 -)))
507 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
508 -(((
509 -//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.//
510 -)))
511 -|(((
512 -UI core
513 -)))|(((
514 -3.0 Beta 1
515 -)))|(((
516 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
517 -)))|(% colspan="1" %)(% colspan="1" %)
518 -(((
519 -
520 -)))
521 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
522 -(((
523 -//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.//
524 -)))
525 -|(% colspan="1" %)(% colspan="1" %)
526 -(((
527 -UI extensions
528 -)))|(% colspan="1" %)(% colspan="1" %)
529 -(((
530 -3.0 Beta 1
531 -)))|(% colspan="1" %)(% colspan="1" %)
532 -(((
533 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
534 -)))|(% colspan="1" %)(% colspan="1" %)
535 -(((
536 -
537 -)))
538 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
539 -(((
540 -//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.//
541 -)))
542 -|(% colspan="1" %)(% colspan="1" %)
543 -(((
544 -Scripts
545 -)))|(% colspan="1" %)(% colspan="1" %)
546 -(((
547 -3.0 Beta 1
548 -)))|(% colspan="1" %)(% colspan="1" %)
549 -(((
550 -**$ware.illegal** updated
551 -)))|(% colspan="1" %)(% colspan="1" %)
552 -(((
553 -
554 -)))
555 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
556 -(((
557 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
558 -//It now returns true if $ware is illegal to any faction in the game.//
559 -)))
560 -|(% colspan="1" %)(% colspan="1" %)
561 -(((
562 -Scripts
563 -)))|(% colspan="1" %)(% colspan="1" %)
564 -(((
565 -3.0 Beta 1
566 -)))|(% colspan="1" %)(% colspan="1" %)
567 -(((
568 -MD script **RML_Flight_Along_Path** removed
569 -)))|(% colspan="1" %)(% colspan="1" %)
570 -(((
571 -
572 -)))
573 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
574 -(((
575 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
576 -)))
577 -|(% colspan="1" %)(% colspan="1" %)
578 -(((
579 -Scripts
580 -)))|(% colspan="1" %)(% colspan="1" %)
581 -(((
582 -3.0 Beta 1
583 -)))|(% colspan="1" %)(% colspan="1" %)
584 -(((
585 -parameters of **<event_venture_mission_completed/>** changed
586 -)))|(% colspan="1" %)(% colspan="1" %)
587 -(((
588 -
589 -)))
590 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
591 -(((
592 -//old params: param = venture details, param2 = ships involved, param3 = duration//
593 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
594 -)))
595 -|(((
596 -Scripts
597 -)))|(((
598 -3.0 Beta 1
599 -)))|(((
600 -**<set_object_wing_name/>** removed,
601 -**<set_object_fleet_name/>** added
602 -)))|(% colspan="1" %)(% colspan="1" %)
603 -(((
604 -
605 -)))
606 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
607 -(((
608 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
609 -)))
610 -|(((
611 -Scripts
612 -)))|(((
613 -3.0 Beta 1
614 -)))|(((
615 -**$controllable.wing.*** removed,
616 -**$controllable.fleet.*** added
617 -)))|(% colspan="1" %)(% colspan="1" %)
618 -(((
619 -
620 -)))
621 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
622 -(((
623 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
624 -)))
625 -|(% colspan="4" %)(% colspan="4" %)
626 -(((
627 -== 2.60 ==
628 -)))
629 -|(((
630 -Scripts
631 -)))|(((
632 -2.60 Beta 1
633 -)))|(((
634 -'**checkoperational**' filter behaviour changed
635 -)))|(% colspan="1" %)(% colspan="1" %)
636 -(((
637 -
638 -)))
639 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
640 -(((
641 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
642 -
643 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
644 -)))
645 -|(((
646 -Scripts
647 -)))|(((
648 -2.60 Beta 1
649 -)))|(((
650 -$container.**supplyresources** behavior changed
651 -)))|(% colspan="1" %)(% colspan="1" %)
652 -(((
653 -
654 -)))
655 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
656 -(((
657 -//The script keyword $container.supplyresources now includes reserved wares.//
658 -)))
659 -|(% colspan="4" %)(% colspan="4" %)
660 -(((
661 -== 2.20 ==
662 -)))
663 -|(% colspan="1" %)(% colspan="1" %)
664 -(((
665 -UI core
666 -)))|(% colspan="1" %)(% colspan="1" %)
667 -(((
668 -2.20 Beta 3/4
669 -)))|(% colspan="1" %)(% colspan="1" %)
670 -(((
671 -**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
672 -)))|(% colspan="1" %)(% colspan="1" %)
673 -(((
674 -
675 -)))
676 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
677 -(((
678 -//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.
679 -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.//
680 -
681 -//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
682 -//
683 -)))
684 -|(% colspan="1" %)(% colspan="1" %)
685 -(((
686 -Scripts
687 -)))|(% colspan="1" %)(% colspan="1" %)
688 -(((
689 689  2.20 Beta 3
690 690  )))|(% colspan="1" %)(% colspan="1" %)
691 691  (((
692 692  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
693 -)))|(% colspan="1" %)(% colspan="1" %)
694 -(((
695 -
696 696  )))
697 -|(% 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" %)
698 698  (((
699 699  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
700 700  )))
701 -|(% colspan="4" %)(% colspan="4" %)
702 -(((
703 -== 2.00 ==
704 -)))
705 705  |(% colspan="1" %)(% colspan="1" %)
706 706  (((
707 707  Scripts
... ... @@ -711,11 +711,8 @@
711 711  )))|(% colspan="1" %)(% colspan="1" %)
712 712  (((
713 713  **<event_build_finished/> **param2 now returns null instead of a construction sequence
714 -)))|(% colspan="1" %)(% colspan="1" %)
715 -(((
716 -
717 717  )))
718 -|(% 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" %)
719 719  (((
720 720  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
721 721  )))
... ... @@ -728,11 +728,8 @@
728 728  )))|(% colspan="1" %)(% colspan="1" %)
729 729  (((
730 730  **param.boarding.{...}** strength parameters removed
731 -)))|(% colspan="1" %)(% colspan="1" %)
732 -(((
733 -
734 734  )))
735 -|(% 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" %)
736 736  (((
737 737  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
738 738  )))
... ... @@ -745,11 +745,8 @@
745 745  )))|(% colspan="1" %)(% colspan="1" %)
746 746  (((
747 747  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
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" %)
94 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
753 753  (((
754 754  //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.//
755 755  )))
... ... @@ -759,11 +759,8 @@
759 759  2.00 Beta 1
760 760  )))|(((
761 761  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
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" %)
105 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
767 767  (((
768 768  //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.//
769 769  )))
... ... @@ -773,11 +773,8 @@
773 773  2.00 Beta 1
774 774  )))|(((
775 775  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
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" %)
116 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
781 781  (((
782 782  //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.//
783 783  //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.//
... ... @@ -788,11 +788,8 @@
788 788  2.00 Beta 1
789 789  )))|(((
790 790  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
791 -)))|(% colspan="1" %)(% colspan="1" %)
792 -(((
793 -
794 794  )))
795 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
128 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
796 796  (((
797 797  //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.//
798 798  )))
... ... @@ -802,11 +802,8 @@
802 802  2.00 Beta 1
803 803  )))|(((
804 804  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
805 -)))|(% colspan="1" %)(% colspan="1" %)
806 -(((
807 -
808 808  )))
809 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
139 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
810 810  (((
811 811  //For prior behavior, check for event.param being non-null.//
812 812  )))
... ... @@ -816,11 +816,8 @@
816 816  2.00 Beta 1
817 817  )))|(((
818 818  **<shoot/>/<shoot_at/>** attribute changes.
819 -)))|(% colspan="1" %)(% colspan="1" %)
820 -(((
821 -
822 822  )))
823 -|(% 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" %)
824 824  (((
825 825  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
826 826  //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.//
... ... @@ -834,11 +834,8 @@
834 834  2.00 Beta 1
835 835  )))|(((
836 836  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% 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" %)
165 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
842 842  (((
843 843  //Added possibility to query build tasks of a certain buildmodule.//
844 844  )))
... ... @@ -848,11 +848,8 @@
848 848  2.00 Beta 1
849 849  )))|(((
850 850  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
851 -)))|(% colspan="1" %)(% colspan="1" %)
852 -(((
853 -
854 854  )))
855 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
176 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
856 856  (((
857 857  //Added list of resources a buildmodule needs to build.//
858 858  )))
... ... @@ -862,11 +862,8 @@
862 862  2.00 Beta 1
863 863  )))|(((
864 864  (% 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);" %)
865 -)))|(% colspan="1" %)(% colspan="1" %)
866 -(((
867 -
868 868  )))
869 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
187 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
870 870  (((
871 871  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
872 872  )))
... ... @@ -876,18 +876,11 @@
876 876  2.00 Beta 1
877 877  )))|(((
878 878  **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" %)
879 -)))|(% colspan="1" %)(% colspan="1" %)
880 -(((
881 -
882 882  )))
883 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
198 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
884 884  (((
885 885  //Changed return value type to const char* to better identify failure reasons in Lua script.//
886 886  )))
887 -|(% colspan="4" %)(% colspan="4" %)
888 -(((
889 -== 1.50 ==
890 -)))
891 891  |(((
892 892  UI extensions
893 893  )))|(((
... ... @@ -894,11 +894,8 @@
894 894  1.50 Beta 3
895 895  )))|(((
896 896  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
897 -)))|(% colspan="1" %)(% colspan="1" %)
898 -(((
899 -
900 900  )))
901 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
209 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
902 902  (((
903 903  //The "docksizes" property no longer includes internal ship storage docks.//
904 904  )))
... ... @@ -908,11 +908,8 @@
908 908  1.50 Beta 2
909 909  )))|(((
910 910  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
911 -)))|(% colspan="1" %)(% colspan="1" %)
912 -(((
913 -
914 914  )))
915 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
220 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
916 916  (((
917 917  //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".//
918 918  
... ... @@ -926,11 +926,8 @@
926 926  1.50 Beta 2
927 927  )))|(((
928 928  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
929 -)))|(% colspan="1" %)(% colspan="1" %)
930 -(((
931 -
932 932  )))
933 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
235 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
934 934  (((
935 935  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
936 936  )))
... ... @@ -943,11 +943,8 @@
943 943  )))|(% colspan="1" %)(% colspan="1" %)
944 944  (((
945 945  **FFI: SetGuidance()** removed useinfopoint argument.
946 -)))|(% colspan="1" %)(% colspan="1" %)
947 -(((
948 -
949 949  )))
950 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
249 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
951 951  (((
952 952  //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.
953 953  //
... ... @@ -960,18 +960,11 @@
960 960  1.50 Beta 1
961 961  )))|(((
962 962  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
963 -)))|(% colspan="1" %)(% colspan="1" %)
964 -(((
965 -
966 966  )))
967 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
263 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
968 968  (((
969 969  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
970 970  )))
971 -|(% colspan="4" %)(% colspan="4" %)
972 -(((
973 -== 1.32 ==
974 -)))
975 975  |(((
976 976  UI extensions
977 977  )))|(((
... ... @@ -978,18 +978,11 @@
978 978  1.32
979 979  )))|(((
980 980  **Lua: GetComponentData() **removed the "nextdestname" property.
981 -)))|(% colspan="1" %)(% colspan="1" %)
982 -(((
983 -
984 984  )))
985 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
274 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
986 986  (((
987 987  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
988 988  )))
989 -|(% colspan="4" %)(% colspan="4" %)
990 -(((
991 -== 1.20 ==
992 -)))
993 993  |(((
994 994  UI extensions
995 995  )))|(((
... ... @@ -996,11 +996,8 @@
996 996  1.20
997 997  )))|(((
998 998  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
999 -)))|(% colspan="1" %)(% colspan="1" %)
1000 -(((
1001 -
1002 1002  )))
1003 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
285 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1004 1004  (((
1005 1005  //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.//
1006 1006  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -101548222
1 +80052232
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/101548222/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/80052232/Breaking Changes