Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 79.1
edited by matthias
on 2021/02/08 09:05
on 2021/02/08 09:05
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... ... @@ -1,0 +1,1 @@ 1 +X4 Foundations Wiki.Modding Support.WebHome - Author
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... ... @@ -1,1 +1,1 @@ 1 - xwiki:XWiki.matthias1 +XWiki.Lc4Hunter - Content
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... ... @@ -4,13 +4,13 @@ 4 4 The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4. 5 5 Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue. 6 6 7 -{{no te}}8 -The list of breaking changes does **NOT**cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.7 +{{info}} 8 +⚠ The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself. 9 9 10 10 Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day. 11 11 12 12 As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change). 13 -{{/no te}}13 +{{/info}} 14 14 15 15 {{warning title="UI modding considered unstable until further notice..."}} 16 16 Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. ... ... @@ -18,150 +18,468 @@ 18 18 19 19 = Breaking Changes = 20 20 21 -|=((( 22 -Type 23 -)))|=((( 24 -Version 25 -)))|=((( 26 -Summary 27 -)))|=(% colspan="1" %)(% colspan="1" %) 21 +{{toc scope="LOCAL" start="3"/}} 22 + 23 +=== Version 8.00 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>** 27 +|(% colspan="6" style="width:117px" %)((( 28 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 29 +))) 30 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran** 31 +|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account. 32 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui** 33 +|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml). 34 +|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced** 35 +|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment. 36 + 37 +=== Version 7.50 === 38 + 39 +(% class="table-striped" %) 40 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 41 +|(% colspan="4" style="width:117px" %)((( 42 +The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 43 +))) 44 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 45 +|(% colspan="7" style="width:117px" %)((( 46 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 47 +))) 48 + 49 +=== Version 7.00 === 50 + 51 + 52 +(% class="table-striped" %) 53 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 54 +|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment. 55 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 56 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 57 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 58 +|(% colspan="4" style="width:117px" %)((( 59 +The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min. 60 +))) 61 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 62 +|(% colspan="4" style="width:117px" %)((( 63 +The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.** 64 +))) 65 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures. 66 +|(% colspan="4" style="width:117px" %)((( 67 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 68 +))) 69 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 28 28 ((( 29 - 71 +Scripts 72 +)))|(% colspan="1" style="width:119px" %)((( 73 +7.00 Beta 1 74 +)))|(% colspan="2" style="width:1625px" %)((( 75 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 30 30 ))) 31 -|(% colspan="4" %)(% colspan=" 4" %)77 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 32 32 ((( 33 - ==4.00==79 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 34 34 ))) 81 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 82 +((( 83 +UI extensions 84 +)))|(% colspan="1" style="width:119px" %)((( 85 +7.00 Beta 1 86 +)))|(% colspan="2" style="width:1625px" %)((( 87 +**FFI**: RemoveBuildPlot() changed 88 +))) 89 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 90 +((( 91 + The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked. 92 +))) 93 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 94 +((( 95 +Assets 96 +)))|(% colspan="1" style="width:119px" %)((( 97 +7.00 Beta 1 98 +)))|(% colspan="2" style="width:1625px" %)((( 99 +**Some Split DLC materials moved to base game** 100 +))) 101 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 102 +((( 103 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 104 +))) 105 + 106 +=== Version 6.00 === 107 + 108 +(% class="table-striped" %) 35 35 |((( 110 +Libraries 111 +)))|((( 112 +6.00 Beta 7 113 +)))|(% colspan="2" %)((( 114 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 115 +))) 116 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 117 +((( 118 +Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity. 119 + 120 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 121 +))) 122 +|(% colspan="1" %)(% colspan="1" %) 123 +((( 36 36 Scripts 125 +)))|(% colspan="1" %)(% colspan="1" %) 126 +((( 127 +6.00 Beta 4 128 +)))|(% colspan="2" %)(% colspan="1" %) 129 +((( 130 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 131 +))) 132 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 133 +((( 134 +The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. 135 + 136 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 137 +))) 138 +|(% colspan="1" %)(% colspan="1" %) 139 +((( 140 +Scripts 141 +)))|(% colspan="1" %)(% colspan="1" %) 142 +((( 143 +6.00 Beta 3 144 +)))|(% colspan="2" %)(% colspan="1" %) 145 +((( 146 +Changed result of **<find_object_surface>** action in the case of a failure 147 +))) 148 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 149 +((( 150 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 151 + 152 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 153 + 154 +The action itself has been improved to increase the chance of finding suitable surface positions. 155 +))) 156 +|(% colspan="1" %)(% colspan="1" %) 157 +((( 158 +Scripts 159 +)))|(% colspan="1" %)(% colspan="1" %) 160 +((( 161 +6.00 Beta 1 162 +)))|(% colspan="2" %)(% colspan="1" %) 163 +((( 164 +Behaviour change for **<match_dock>** script component filter 165 +))) 166 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 167 +((( 168 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 169 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class. 170 +))) 171 +|(% colspan="1" %)(% colspan="1" %) 172 +((( 173 +Scripts 174 +)))|(% colspan="1" %)(% colspan="1" %) 175 +((( 176 +6.00 Beta 1 177 +)))|(% colspan="2" %)(% colspan="1" %) 178 +((( 179 +Changed result attribute location for **<get_attackstrength>** 180 +))) 181 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 182 +((( 183 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 184 +))) 185 +|((( 186 +Assets 37 37 )))|((( 38 -4.00 Beta 7 188 +6.00 Beta 1 189 +)))|(% colspan="2" %)((( 190 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 191 +))) 192 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 193 +((( 194 +Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 195 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons. 196 +))) 197 +|(% colspan="1" %)(% colspan="1" %) 198 +((( 199 +Scripts 200 +)))|(% colspan="1" %)(% colspan="1" %) 201 +((( 202 +6.00 Beta 1 203 +)))|(% colspan="2" %)(% colspan="1" %) 204 +((( 205 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 206 +))) 207 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 208 +((( 209 +When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result. 210 +))) 211 +|((( 212 +Scripts 39 39 )))|((( 40 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 214 +6.00 Beta 1 215 +)))|(% colspan="2" %)((( 216 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 217 +))) 218 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 219 +((( 220 +The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object. 221 +))) 222 +|((( 223 +Cutscenes 41 41 )))|((( 42 - 225 +6.00 Beta 1 226 +)))|(% colspan="2" %)((( 227 +Changed behaviour of **<angles>** in cutscenes 43 43 ))) 44 -|(% c lass="highlight-grey" colspan="3" data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)229 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 45 45 ((( 46 -//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 47 -New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 48 -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// 49 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 231 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 232 +))) 233 + 234 +---- 235 + 236 +=== Version 5.00 === 237 + 238 +(% class="table-striped" %) 239 +|((( 240 +Parameters 241 +)))|((( 242 +5.00 Beta 1 243 +)))|(% colspan="2" %)((( 244 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 245 +))) 246 +|(% colspan="7" %)(% colspan="3" %) 50 50 ((( 51 - 248 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 52 52 ))) 250 + 251 +---- 252 + 253 +=== Version 4.10 === 254 + 255 +(% class="table-striped" %) 53 53 |(% colspan="1" %)(% colspan="1" %) 54 54 ((( 55 -UI core258 +UI extensions 56 56 )))|(% colspan="1" %)(% colspan="1" %) 57 57 ((( 58 -4.00 Beta 6 261 +4.10 Beta 7 262 +)))|(% colspan="2" %)(% colspan="1" %) 263 +((( 264 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 265 +))) 266 +|(% colspan="4" %)(% colspan="3" %) 267 +((( 268 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 269 +))) 270 +|(% colspan="1" %)(% colspan="1" %) 271 +((( 272 +UI extensions 59 59 )))|(% colspan="1" %)(% colspan="1" %) 60 60 ((( 61 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 275 +4.10 Beta 6 276 +)))|(% colspan="2" %)(% colspan="1" %) 277 +((( 278 +**FFI**: CustomGameStartPlayerProperty2 changed 279 +))) 280 +|(% colspan="4" %)(% colspan="3" %) 281 +((( 282 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 283 +))) 284 +|(% colspan="1" %)(% colspan="1" %) 285 +((( 286 +Parameters 62 62 )))|(% colspan="1" %)(% colspan="1" %) 63 63 ((( 64 - 289 +4.10 Beta 3 290 +)))|(% colspan="2" %)(% colspan="1" %) 291 +((( 292 +Renamed **<stationinfobox>** to **<infobox>** 65 65 ))) 66 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)294 +|(% colspan="4" %)(% colspan="3" %) 67 67 ((( 68 - //Inordertokeepconsistency with regardsto the newbehvior'hostile'relationstateandthe older(deprecated) UI functions,the behaviorof the deprecatedGetFactionRelationStatus() functionwas changedaccordingtothe behaviorof theGetRelationStatus()/GetRelationStatus2() functionswhich was done inthe previous beta.69 - 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).//70 - 71 - //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.72 - //296 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 297 +))) 298 +|(% colspan="1" %)(% colspan="1" %) 299 +((( 300 +UI extensions 73 73 )))|(% colspan="1" %)(% colspan="1" %) 74 74 ((( 75 - 303 +4.10 Beta 2 304 +)))|(% colspan="2" %)(% colspan="1" %) 305 +((( 306 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 76 76 ))) 308 +|(% colspan="4" %)(% colspan="3" %) 309 +((( 310 +The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly. 311 +))) 312 +|((( 313 +UI extensions 314 +)))|((( 315 +4.10 Beta 2 316 +)))|(% colspan="2" %)((( 317 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 318 +))) 319 +|(% colspan="4" %)(% colspan="3" %) 320 +((( 321 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 322 +))) 323 +|((( 324 +Scripts 325 +)))|((( 326 +4.10 Beta 1 327 +)))|(% colspan="2" %)((( 328 +People related attributes of mission** <delivery> **node moved 329 +))) 330 +|(% colspan="4" %)(% colspan="3" %) 331 +((( 332 +The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode. 333 +))) 77 77 |(% colspan="1" %)(% colspan="1" %) 78 78 ((( 79 - UIcore336 +Scripts 80 80 )))|(% colspan="1" %)(% colspan="1" %) 81 81 ((( 82 -4.00 Beta 5 339 +4.10 Beta 1 340 +)))|(% colspan="2" %)(% colspan="1" %) 341 +((( 342 +**$destructible.productions** replaced with $defensible.productions 343 +))) 344 +|(% colspan="4" %)(% colspan="3" %) 345 +((( 346 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 347 +))) 348 +|((( 349 +Scripts 350 +)))|((( 351 +4.10 Beta 1 352 +)))|(% colspan="2" %)((( 353 +Removed script property **$object.spawnsourceseed** 354 +))) 355 +|(% colspan="4" %)(% colspan="3" %) 356 +((( 357 +The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships. 358 +))) 359 + 360 +---- 361 + 362 +=== Version 4.00 === 363 + 364 +(% class="table-striped" %) 365 +|(% colspan="1" %)(% colspan="1" %) 366 +((( 367 +UI core 83 83 )))|(% colspan="1" %)(% colspan="1" %) 84 84 ((( 85 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 370 +4.00 Beta 10 371 +)))|(% colspan="2" %)(% colspan="1" %) 372 +((( 373 +Controlled ship can change without a **gameplanchange-event** occurring. 374 +))) 375 +|(% colspan="4" %)(% colspan="3" %) 376 +((( 377 +Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 378 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. 379 +))) 380 +|((( 381 +Scripts 382 +)))|((( 383 +4.00 Beta 7 384 +)))|(% colspan="2" %)((( 385 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 386 +))) 387 +|(% colspan="4" %)(% colspan="3" %) 388 +((( 389 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 390 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 391 +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 392 +))) 393 +|(% colspan="1" %)(% colspan="1" %) 394 +((( 395 +UI core 86 86 )))|(% colspan="1" %)(% colspan="1" %) 87 87 ((( 88 - 398 +4.00 Beta 6 399 +)))|(% colspan="2" %)(% colspan="1" %) 400 +((( 401 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 89 89 ))) 90 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)403 +|(% colspan="4" %)(% colspan="3" %) 91 91 ((( 92 -//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.// 405 +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. 406 +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). 93 93 94 -//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). 408 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 409 +))) 410 +|(% colspan="1" %)(% colspan="1" %) 411 +((( 412 +UI core 95 95 )))|(% colspan="1" %)(% colspan="1" %) 96 96 ((( 97 - 415 +4.00 Beta 5 416 +)))|(% colspan="2" %)(% colspan="1" %) 417 +((( 418 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 98 98 ))) 420 +|(% colspan="4" %)(% colspan="3" %) 421 +((( 422 +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. 423 + 424 +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). 425 +))) 99 99 |((( 100 100 Parameters 101 101 )))|((( 102 102 4.00 Beta 1 103 -)))|((( 430 +)))|(% colspan="2" %)((( 104 104 **requiresconstructionvessel** parameter moved 105 -)))|((( 106 - 107 107 ))) 108 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)433 +|(% colspan="4" %)(% colspan="3" %) 109 109 ((( 110 - //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//435 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 111 111 ))) 112 112 |((( 113 113 Scripts 114 114 )))|((( 115 115 4.00 Beta 1 116 -)))|((( 441 +)))|(% colspan="2" %)((( 117 117 Changed behaviour of **gatedistance** script property 118 -)))|((( 119 - 120 120 ))) 121 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)444 +|(% colspan="4" %)(% colspan="3" %) 122 122 ((( 123 -//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 124 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 125 -((( 126 - 446 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 127 127 ))) 128 -|(% colspan="4" %)(% colspan="4" %) 129 -((( 130 -== 3.30 == 131 -))) 448 + 449 +---- 450 + 451 +=== Version 3.30 === 452 + 453 +(% class="table-striped" %) 132 132 |((( 133 133 UI extensions 134 134 )))|((( 135 135 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 -)))|(% colspan="1" %)(% colspan="1" %) 139 -((( 140 - 458 +)))|(% colspan="2" %)((( 459 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 141 141 ))) 142 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)461 +|(% colspan="7" %)(% colspan="3" %) 143 143 ((( 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()//463 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 145 145 ))) 146 -|(% colspan="4" %)(% colspan="4" %) 147 -((( 148 -== 3.20 == 149 -))) 465 + 466 +---- 467 + 468 +=== Version 3.20 === 469 + 470 +(% class="table-striped" %) 150 150 |((( 151 151 Scripts 152 152 )))|((( 153 153 3.20 Beta 1 154 -)))|((( 475 +)))|(% colspan="2" %)((( 155 155 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 156 -)))|(% colspan="1" %)(% colspan="1" %) 157 -((( 158 - 159 159 ))) 160 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)478 +|(% colspan="4" %)(% colspan="3" %) 161 161 ((( 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 //480 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 481 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 482 +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 165 165 ))) 166 166 |(% colspan="1" %)(% colspan="1" %) 167 167 ((( ... ... @@ -169,35 +169,31 @@ 169 169 )))|(% colspan="1" %)(% colspan="1" %) 170 170 ((( 171 171 3.20 Beta 1 172 -)))|(% colspan=" 1" %)(% colspan="1" %)490 +)))|(% colspan="2" %)(% colspan="1" %) 173 173 ((( 174 174 Removed script property $trade.**restriction.faction** 175 -)))|(% colspan="1" %)(% colspan="1" %) 176 -((( 177 - 178 178 ))) 179 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)494 +|(% colspan="4" %)(% colspan="3" %) 180 180 ((( 181 - //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//496 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 182 182 ))) 183 183 |((( 184 184 UI extensions 185 185 )))|((( 186 186 3.20 Beta 1 187 -)))|((( 502 +)))|(% colspan="2" %)((( 188 188 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 189 -)))|(% colspan="1" %)(% colspan="1" %) 190 -((( 191 - 192 192 ))) 193 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)505 +|(% colspan="4" %)(% colspan="3" %) 194 194 ((( 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.//507 +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. 196 196 ))) 197 -|(% colspan="4" %)(% colspan="4" %) 198 -((( 199 -== 3.10 == 200 -))) 509 + 510 +---- 511 + 512 +=== Version 3.10 === 513 + 514 +(% class="table-striped" %) 201 201 |(% colspan="1" %)(% colspan="1" %) 202 202 ((( 203 203 Scripts ... ... @@ -204,21 +204,20 @@ 204 204 )))|(% colspan="1" %)(% colspan="1" %) 205 205 ((( 206 206 3.10 Beta 1 207 -)))|(% colspan=" 1" %)(% colspan="1" %)521 +)))|(% colspan="2" %)(% colspan="1" %) 208 208 ((( 209 209 Removed script action **<add_build/>** 210 -)))|(% colspan="1" %)(% colspan="1" %) 211 -((( 212 - 213 213 ))) 214 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)525 +|(% colspan="7" %)(% colspan="3" %) 215 215 ((( 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.//527 +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. 217 217 ))) 218 -|(% colspan="4" %)(% colspan="4" %) 219 -((( 220 -== 3.00 == 221 -))) 529 + 530 +---- 531 + 532 +=== Version 3.00 === 533 + 534 +(% class="table-striped" %) 222 222 |(% colspan="1" %)(% colspan="1" %) 223 223 ((( 224 224 Scripts ... ... @@ -225,16 +225,13 @@ 225 225 )))|(% colspan="1" %)(% colspan="1" %) 226 226 ((( 227 227 3.0 Beta 6 228 -)))|(% colspan=" 1" %)(% colspan="1" %)541 +)))|(% colspan="2" %)(% colspan="1" %) 229 229 ((( 230 230 Changed behaviour of script action **<get_suitable_job/>** 231 -)))|(% colspan="1" %)(% colspan="1" %) 232 -((( 233 - 234 234 ))) 235 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)545 +|(% colspan="4" %)(% colspan="3" %) 236 236 ((( 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.//547 +<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. 238 238 ))) 239 239 |(% colspan="1" %)(% colspan="1" %) 240 240 ((( ... ... @@ -242,16 +242,13 @@ 242 242 )))|(% colspan="1" %)(% colspan="1" %) 243 243 ((( 244 244 3.0 Beta 6 245 -)))|(% colspan=" 1" %)(% colspan="1" %)555 +)))|(% colspan="2" %)(% colspan="1" %) 246 246 ((( 247 247 Changed behaviour of script action **<get_ware_definition/>** 248 -)))|(% colspan="1" %)(% colspan="1" %) 249 -((( 250 - 251 251 ))) 252 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)559 +|(% colspan="4" %)(% colspan="3" %) 253 253 ((( 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.//561 +<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. 255 255 ))) 256 256 |(% colspan="1" %)(% colspan="1" %) 257 257 ((( ... ... @@ -259,18 +259,15 @@ 259 259 )))|(% colspan="1" %)(% colspan="1" %) 260 260 ((( 261 261 3.0 Beta 5 262 -)))|(% colspan=" 1" %)(% colspan="1" %)569 +)))|(% colspan="2" %)(% colspan="1" %) 263 263 ((( 264 264 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 265 -)))|(% colspan="1" %)(% colspan="1" %) 266 -((( 267 - 268 268 ))) 269 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)573 +|(% colspan="4" %)(% colspan="3" %) 270 270 ((( 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.)\\575 +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.) 272 272 273 - //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).//577 +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). 274 274 ))) 275 275 |(% colspan="1" %)(% colspan="1" %) 276 276 ((( ... ... @@ -278,16 +278,13 @@ 278 278 )))|(% colspan="1" %)(% colspan="1" %) 279 279 ((( 280 280 3.0 Beta 5 281 -)))|(% colspan=" 1" %)(% colspan="1" %)585 +)))|(% colspan="2" %)(% colspan="1" %) 282 282 ((( 283 283 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 - 287 287 ))) 288 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)589 +|(% colspan="4" %)(% colspan="3" %) 289 289 ((( 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.//591 +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. 291 291 ))) 292 292 |(% colspan="1" %)(% colspan="1" %) 293 293 ((( ... ... @@ -295,17 +295,14 @@ 295 295 )))|(% colspan="1" %)(% colspan="1" %) 296 296 ((( 297 297 3.0 Beta 5 298 -)))|(% colspan=" 1" %)(% colspan="1" %)599 +)))|(% colspan="2" %)(% colspan="1" %) 299 299 ((( 300 300 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 301 -)))|(% colspan="1" %)(% colspan="1" %) 302 -((( 303 - 304 304 ))) 305 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)603 +|(% colspan="4" %)(% colspan="3" %) 306 306 ((( 307 - //Before the change, positions are relative to $dockingbay.parent.308 -After the change, positions are relative to $dockingbay as specified in the documentation. //605 +Before the change, positions are relative to $dockingbay.parent. 606 +After the change, positions are relative to $dockingbay as specified in the documentation. 309 309 ))) 310 310 |(% colspan="1" %)(% colspan="1" %) 311 311 ((( ... ... @@ -313,30 +313,24 @@ 313 313 )))|(% colspan="1" %)(% colspan="1" %) 314 314 ((( 315 315 3.0 Beta 2 316 -)))|(% colspan=" 1" %)(% colspan="1" %)614 +)))|(% colspan="2" %)(% colspan="1" %) 317 317 ((( 318 318 Support for entity flag "**skillsvisible**" dropped 319 -)))|(% colspan="1" %)(% colspan="1" %) 320 -((( 321 - 322 322 ))) 323 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)618 +|(% colspan="4" %)(% colspan="3" %) 324 324 ((( 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().//620 +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(). 326 326 ))) 327 327 |((( 328 328 Scripts 329 329 )))|((( 330 330 3.0 Beta 2 331 -)))|((( 626 +)))|(% colspan="2" %)((( 332 332 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 333 -)))|(% colspan="1" %)(% colspan="1" %) 334 -((( 335 - 336 336 ))) 337 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)629 +|(% colspan="4" %)(% colspan="3" %) 338 338 ((( 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.631 +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. 340 340 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. 341 341 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. 342 342 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). ... ... @@ -347,30 +347,24 @@ 347 347 )))|(% colspan="1" %)(% colspan="1" %) 348 348 ((( 349 349 3.0 Beta 1 350 -)))|(% colspan=" 1" %)(% colspan="1" %)642 +)))|(% colspan="2" %)(% colspan="1" %) 351 351 ((( 352 352 **MissionBoard** support dropped 353 -)))|(% colspan="1" %)(% colspan="1" %) 354 -((( 355 - 356 356 ))) 357 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)646 +|(% colspan="4" %)(% colspan="3" %) 358 358 ((( 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.//648 +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. 360 360 ))) 361 361 |((( 362 362 Job/God 363 363 )))|((( 364 364 3.0 Beta 1 365 -)))|((( 654 +)))|(% colspan="2" %)((( 366 366 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 - 370 370 ))) 371 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)657 +|(% colspan="4" %)(% colspan="3" %) 372 372 ((( 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.//659 +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. 374 374 ))) 375 375 |(% colspan="1" %)(% colspan="1" %) 376 376 ((( ... ... @@ -378,16 +378,13 @@ 378 378 )))|(% colspan="1" %)(% colspan="1" %) 379 379 ((( 380 380 3.0 Beta 1 381 -)))|(% colspan=" 1" %)(% colspan="1" %)667 +)))|(% colspan="2" %)(% colspan="1" %) 382 382 ((( 383 383 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 384 -)))|(% colspan="1" %)(% colspan="1" %) 385 -((( 386 - 387 387 ))) 388 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)671 +|(% colspan="4" %)(% colspan="3" %) 389 389 ((( 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.//673 +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. 391 391 ))) 392 392 |(% colspan="1" %)(% colspan="1" %) 393 393 ((( ... ... @@ -395,16 +395,13 @@ 395 395 )))|(% colspan="1" %)(% colspan="1" %) 396 396 ((( 397 397 3.0 Beta 1 398 -)))|(% colspan=" 1" %)(% colspan="1" %)681 +)))|(% colspan="2" %)(% colspan="1" %) 399 399 ((( 400 400 Script action **<set_doors_locked/>** attribute **'group'** changed 401 -)))|(% colspan="1" %)(% colspan="1" %) 402 -((( 403 - 404 404 ))) 405 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)685 +|(% colspan="4" %)(% colspan="3" %) 406 406 ((( 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.//687 +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. 408 408 ))) 409 409 |(% colspan="1" %)(% colspan="1" %) 410 410 ((( ... ... @@ -412,16 +412,13 @@ 412 412 )))|(% colspan="1" %)(% colspan="1" %) 413 413 ((( 414 414 3.0 Beta 1 415 -)))|(% colspan=" 1" %)(% colspan="1" %)695 +)))|(% colspan="2" %)(% colspan="1" %) 416 416 ((( 417 417 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 418 -)))|(% colspan="1" %)(% colspan="1" %) 419 -((( 420 - 421 421 ))) 422 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)699 +|(% colspan="4" %)(% colspan="3" %) 423 423 ((( 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.//701 +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. 425 425 ))) 426 426 |(% colspan="1" %)(% colspan="1" %) 427 427 ((( ... ... @@ -429,16 +429,13 @@ 429 429 )))|(% colspan="1" %)(% colspan="1" %) 430 430 ((( 431 431 3.0 Beta 1 432 -)))|(% colspan=" 1" %)(% colspan="1" %)709 +)))|(% colspan="2" %)(% colspan="1" %) 433 433 ((( 434 434 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 435 -)))|(% colspan="1" %)(% colspan="1" %) 436 -((( 437 - 438 438 ))) 439 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)713 +|(% colspan="4" %)(% colspan="3" %) 440 440 ((( 441 - //These actions had no effect and were removed.//715 +These actions had no effect and were removed. 442 442 ))) 443 443 |(% colspan="1" %)(% colspan="1" %) 444 444 ((( ... ... @@ -446,16 +446,13 @@ 446 446 )))|(% colspan="1" %)(% colspan="1" %) 447 447 ((( 448 448 3.0 Beta 1 449 -)))|(% colspan=" 1" %)(% colspan="1" %)723 +)))|(% colspan="2" %)(% colspan="1" %) 450 450 ((( 451 451 **<setup_conversation_minigame/>** script action removed 452 -)))|(% colspan="1" %)(% colspan="1" %) 453 -((( 454 - 455 455 ))) 456 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)727 +|(% colspan="4" %)(% colspan="3" %) 457 457 ((( 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.//729 +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. 459 459 ))) 460 460 |(% colspan="1" %)(% colspan="1" %) 461 461 ((( ... ... @@ -463,16 +463,13 @@ 463 463 )))|(% colspan="1" %)(% colspan="1" %) 464 464 ((( 465 465 3.0 Beta 1 466 -)))|(% colspan=" 1" %)(% colspan="1" %)737 +)))|(% colspan="2" %)(% colspan="1" %) 467 467 ((( 468 468 <add_player_choice_*> **confidence** attribute removed 469 -)))|(% colspan="1" %)(% colspan="1" %) 470 -((( 471 - 472 472 ))) 473 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)741 +|(% colspan="4" %)(% colspan="3" %) 474 474 ((( 475 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//743 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 476 476 ))) 477 477 |(% colspan="1" %)(% colspan="1" %) 478 478 ((( ... ... @@ -480,16 +480,13 @@ 480 480 )))|(% colspan="1" %)(% colspan="1" %) 481 481 ((( 482 482 3.0 Beta 1 483 -)))|(% colspan=" 1" %)(% colspan="1" %)751 +)))|(% colspan="2" %)(% colspan="1" %) 484 484 ((( 485 485 **<hack_via_control_panel/>** script action removed 486 -)))|(% colspan="1" %)(% colspan="1" %) 487 -((( 488 - 489 489 ))) 490 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)755 +|(% colspan="4" %)(% colspan="3" %) 491 491 ((( 492 - //Unused script action <hack_via_control_panel/> was removed.//757 +Unused script action <hack_via_control_panel/> was removed. 493 493 ))) 494 494 |(% colspan="1" %)(% colspan="1" %) 495 495 ((( ... ... @@ -497,30 +497,24 @@ 497 497 )))|(% colspan="1" %)(% colspan="1" %) 498 498 ((( 499 499 3.0 Beta 1 500 -)))|(% colspan=" 1" %)(% colspan="1" %)765 +)))|(% colspan="2" %)(% colspan="1" %) 501 501 ((( 502 502 **Lua: **GetMiniGameCursorPosition() removed 503 -)))|(% colspan="1" %)(% colspan="1" %) 504 -((( 505 - 506 506 ))) 507 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)769 +|(% colspan="4" %)(% colspan="3" %) 508 508 ((( 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.//771 +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. 510 510 ))) 511 511 |((( 512 512 UI core 513 513 )))|((( 514 514 3.0 Beta 1 515 -)))|((( 777 +)))|(% colspan="2" %)((( 516 516 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 517 -)))|(% colspan="1" %)(% colspan="1" %) 518 -((( 519 - 520 520 ))) 521 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)780 +|(% colspan="4" %)(% colspan="3" %) 522 522 ((( 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.//782 +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. 524 524 ))) 525 525 |(% colspan="1" %)(% colspan="1" %) 526 526 ((( ... ... @@ -528,16 +528,13 @@ 528 528 )))|(% colspan="1" %)(% colspan="1" %) 529 529 ((( 530 530 3.0 Beta 1 531 -)))|(% colspan=" 1" %)(% colspan="1" %)790 +)))|(% colspan="2" %)(% colspan="1" %) 532 532 ((( 533 533 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 534 -)))|(% colspan="1" %)(% colspan="1" %) 535 -((( 536 - 537 537 ))) 538 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)794 +|(% colspan="4" %)(% colspan="3" %) 539 539 ((( 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.//796 +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. 541 541 ))) 542 542 |(% colspan="1" %)(% colspan="1" %) 543 543 ((( ... ... @@ -545,17 +545,14 @@ 545 545 )))|(% colspan="1" %)(% colspan="1" %) 546 546 ((( 547 547 3.0 Beta 1 548 -)))|(% colspan=" 1" %)(% colspan="1" %)804 +)))|(% colspan="2" %)(% colspan="1" %) 549 549 ((( 550 550 **$ware.illegal** updated 551 -)))|(% colspan="1" %)(% colspan="1" %) 552 -((( 553 - 554 554 ))) 555 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)808 +|(% colspan="4" %)(% colspan="3" %) 556 556 ((( 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 $ware is illegal to any faction in the game.//810 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 811 +It now returns true if $ware is illegal to any faction in the game. 559 559 ))) 560 560 |(% colspan="1" %)(% colspan="1" %) 561 561 ((( ... ... @@ -563,16 +563,13 @@ 563 563 )))|(% colspan="1" %)(% colspan="1" %) 564 564 ((( 565 565 3.0 Beta 1 566 -)))|(% colspan=" 1" %)(% colspan="1" %)819 +)))|(% colspan="2" %)(% colspan="1" %) 567 567 ((( 568 568 MD script **RML_Flight_Along_Path** removed 569 -)))|(% colspan="1" %)(% colspan="1" %) 570 -((( 571 - 572 572 ))) 573 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)823 +|(% colspan="4" %)(% colspan="3" %) 574 574 ((( 575 - //The MD script RML_Flight_Along_Path was not referened and was removed.//825 +The MD script RML_Flight_Along_Path was not referened and was removed. 576 576 ))) 577 577 |(% colspan="1" %)(% colspan="1" %) 578 578 ((( ... ... @@ -580,86 +580,75 @@ 580 580 )))|(% colspan="1" %)(% colspan="1" %) 581 581 ((( 582 582 3.0 Beta 1 583 -)))|(% colspan=" 1" %)(% colspan="1" %)833 +)))|(% colspan="2" %)(% colspan="1" %) 584 584 ((( 585 585 parameters of **<event_venture_mission_completed/>** changed 586 -)))|(% colspan="1" %)(% colspan="1" %) 587 -((( 588 - 589 589 ))) 590 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)837 +|(% colspan="4" %)(% colspan="3" %) 591 591 ((( 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//839 +old params: param = venture details, param2 = ships involved, param3 = duration 840 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 594 594 ))) 595 595 |((( 596 596 Scripts 597 597 )))|((( 598 598 3.0 Beta 1 599 -)))|((( 846 +)))|(% colspan="2" %)((( 600 600 **<set_object_wing_name/>** removed, 601 601 **<set_object_fleet_name/>** added 602 -)))|(% colspan="1" %)(% colspan="1" %) 603 -((( 604 - 605 605 ))) 606 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)850 +|(% colspan="4" %)(% colspan="3" %) 607 607 ((( 608 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//852 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 609 609 ))) 610 610 |((( 611 611 Scripts 612 612 )))|((( 613 613 3.0 Beta 1 614 -)))|((( 858 +)))|(% colspan="2" %)((( 615 615 **$controllable.wing.*** removed, 616 616 **$controllable.fleet.*** added 617 -)))|(% colspan="1" %)(% colspan="1" %) 618 -((( 619 - 620 620 ))) 621 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)862 +|(% colspan="4" %)(% colspan="3" %) 622 622 ((( 623 623 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 624 624 ))) 625 -|(% colspan="4" %)(% colspan="4" %) 626 -((( 627 -== 2.60 == 628 -))) 866 + 867 +---- 868 + 869 +=== Version 2.60 === 870 + 871 +(% class="table-striped" %) 629 629 |((( 630 630 Scripts 631 631 )))|((( 632 632 2.60 Beta 1 633 -)))|((( 876 +)))|(% colspan="2" %)((( 634 634 '**checkoperational**' filter behaviour changed 635 -)))|(% colspan="1" %)(% colspan="1" %) 636 -((( 637 - 638 638 ))) 639 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)879 +|(% colspan="10" %)(% colspan="3" %) 640 640 ((( 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.//881 +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. 642 642 643 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//883 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 644 644 ))) 645 645 |((( 646 646 Scripts 647 647 )))|((( 648 648 2.60 Beta 1 649 -)))|((( 889 +)))|(% colspan="2" %)((( 650 650 $container.**supplyresources** behavior changed 651 -)))|(% colspan="1" %)(% colspan="1" %) 891 +)))| | | 892 +|(% colspan="10" %)(% colspan="3" %) 652 652 ((( 653 - 894 +The script keyword $container.supplyresources now includes reserved wares. 654 654 ))) 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 -))) 896 + 897 +---- 898 + 899 +=== Version 2.20 === 900 + 901 +(% class="table-striped" %) 663 663 |(% colspan="1" %)(% colspan="1" %) 664 664 ((( 665 665 UI core ... ... @@ -666,20 +666,16 @@ 666 666 )))|(% colspan="1" %)(% colspan="1" %) 667 667 ((( 668 668 2.20 Beta 3/4 669 -)))|(% colspan=" 1" %)(% colspan="1" %)908 +)))|(% colspan="2" %)(% colspan="1" %) 670 670 ((( 671 671 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 672 -)))|(% colspan="1" %)(% colspan="1" %) 673 -((( 674 - 675 675 ))) 676 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)912 +|(% colspan="4" %)(% colspan="3" %) 677 677 ((( 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. //914 +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. 915 +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. 680 680 681 -//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 -// 917 +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. 683 683 ))) 684 684 |(% colspan="1" %)(% colspan="1" %) 685 685 ((( ... ... @@ -687,21 +687,20 @@ 687 687 )))|(% colspan="1" %)(% colspan="1" %) 688 688 ((( 689 689 2.20 Beta 3 690 -)))|(% colspan=" 1" %)(% colspan="1" %)925 +)))|(% colspan="2" %)(% 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 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)929 +|(% colspan="4" %)(% colspan="3" %) 698 698 ((( 699 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//931 +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 -))) 933 + 934 +---- 935 + 936 +=== Version 2.00 === 937 + 938 +(% class="table-striped" %) 705 705 |(% colspan="1" %)(% colspan="1" %) 706 706 ((( 707 707 Scripts ... ... @@ -708,16 +708,13 @@ 708 708 )))|(% colspan="1" %)(% colspan="1" %) 709 709 ((( 710 710 2.00 Beta 1 711 -)))|(% colspan=" 1" %)(% colspan="1" %)945 +)))|(% colspan="2" %)(% 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 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)949 +|(% colspan="4" %)(% colspan="3" %) 719 719 ((( 720 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//951 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 721 721 ))) 722 722 |(% colspan="1" %)(% colspan="1" %) 723 723 ((( ... ... @@ -725,16 +725,13 @@ 725 725 )))|(% colspan="1" %)(% colspan="1" %) 726 726 ((( 727 727 2.00 Beta 1 728 -)))|(% colspan=" 1" %)(% colspan="1" %)959 +)))|(% colspan="2" %)(% colspan="1" %) 729 729 ((( 730 730 **param.boarding.{...}** strength parameters removed 731 -)))|(% colspan="1" %)(% colspan="1" %) 732 -((( 733 - 734 734 ))) 735 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)963 +|(% colspan="4" %)(% colspan="3" %) 736 736 ((( 737 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//965 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 738 738 ))) 739 739 |(% colspan="1" %)(% colspan="1" %) 740 740 ((( ... ... @@ -742,197 +742,160 @@ 742 742 )))|(% colspan="1" %)(% colspan="1" %) 743 743 ((( 744 744 2.00 Beta 1 745 -)))|(% colspan=" 1" %)(% colspan="1" %)973 +)))|(% colspan="2" %)(% 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 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)977 +|(% colspan="4" %)(% colspan="3" %) 753 753 ((( 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.//979 +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 ))) 756 756 |((( 757 757 UI extensions 758 758 )))|((( 759 759 2.00 Beta 1 760 -)))|((( 985 +)))|(% colspan="2" %)((( 761 761 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 762 -)))|(% colspan="1" %)(% colspan="1" %) 763 -((( 764 - 765 765 ))) 766 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)988 +|(% colspan="4" %)(% colspan="3" %) 767 767 ((( 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.//990 +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 ))) 770 770 |((( 771 771 UI extensions 772 772 )))|((( 773 773 2.00 Beta 1 774 -)))|((( 996 +)))|(% colspan="2" %)((( 775 775 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 776 -)))|(% colspan="1" %)(% colspan="1" %) 777 -((( 778 - 779 779 ))) 780 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)999 +|(% colspan="4" %)(% colspan="3" %) 781 781 ((( 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 - //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.//1001 +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. 1002 +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. 784 784 ))) 785 785 |((( 786 786 Scripts 787 787 )))|((( 788 788 2.00 Beta 1 789 -)))|((( 1008 +)))|(% colspan="2" %)((( 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 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1011 +|(% colspan="4" %)(% colspan="3" %) 796 796 ((( 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.//1013 +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 ))) 799 799 |((( 800 800 Scripts 801 801 )))|((( 802 802 2.00 Beta 1 803 -)))|((( 1019 +)))|(% colspan="2" %)((( 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 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1022 +|(% colspan="4" %)(% colspan="3" %) 810 810 ((( 811 - //For prior behavior, check for event.param being non-null.//1024 +For prior behavior, check for event.param being non-null. 812 812 ))) 813 813 |((( 814 814 AI Scripts 815 815 )))|((( 816 816 2.00 Beta 1 817 -)))|((( 1030 +)))|(% colspan="2" %)((( 818 818 **<shoot/>/<shoot_at/>** attribute changes. 819 -)))|(% colspan="1" %)(% colspan="1" %) 820 -((( 821 - 822 822 ))) 823 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1033 +|(% colspan="4" %)(% colspan="3" %) 824 824 ((( 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 - //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.//827 - //New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//1035 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1036 +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. 1037 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 828 828 829 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1039 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 830 830 ))) 831 831 |((( 832 832 UI extensions 833 833 )))|((( 834 834 2.00 Beta 1 835 -)))|((( 836 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 837 -)))|(% colspan="1" %)(% colspan="1" %) 838 -((( 839 - 1045 +)))|(% colspan="2" %)((( 1046 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 840 840 ))) 841 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1048 +|(% colspan="4" %)(% colspan="3" %) 842 842 ((( 843 - //Added possibility to query build tasks of a certain buildmodule.//1050 +Added possibility to query build tasks of a certain buildmodule. 844 844 ))) 845 845 |((( 846 846 UI extensions 847 847 )))|((( 848 848 2.00 Beta 1 849 -)))|((( 1056 +)))|(% colspan="2" %)((( 850 850 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 851 -)))|(% colspan="1" %)(% colspan="1" %) 852 -((( 853 - 854 854 ))) 855 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1059 +|(% colspan="4" %)(% colspan="3" %) 856 856 ((( 857 - //Added list of resources a buildmodule needs to build.//1061 +Added list of resources a buildmodule needs to build. 858 858 ))) 859 859 |((( 860 860 UI extensions 861 861 )))|((( 862 862 2.00 Beta 1 863 -)))|((( 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 - 1067 +)))|(% colspan="2" %)((( 1068 +**Lua: CalculateTotalHullFraction() **was removed. 868 868 ))) 869 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1070 +|(% colspan="4" %)(% colspan="3" %) 870 870 ((( 871 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1072 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 872 872 ))) 873 873 |((( 874 874 UI extensions 875 875 )))|((( 876 876 2.00 Beta 1 877 -)))|((( 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 - 1078 +)))|(% colspan="2" %)((( 1079 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 882 882 ))) 883 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1081 +|(% colspan="4" %)(% colspan="3" %) 884 884 ((( 885 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1083 +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 -))) 1085 + 1086 +---- 1087 + 1088 +=== Version 1.50 === 1089 + 1090 +(% class="table-striped" %) 891 891 |((( 892 892 UI extensions 893 893 )))|((( 894 894 1.50 Beta 3 895 -)))|((( 896 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 897 -)))|(% colspan="1" %)(% colspan="1" %) 898 -((( 899 - 1095 +)))|(% colspan="2" %)((( 1096 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 900 900 ))) 901 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1098 +|(% colspan="4" %)(% colspan="3" %) 902 902 ((( 903 - //The "docksizes" property no longer includes internal ship storage docks.//1100 +The "docksizes" property no longer includes internal ship storage docks. 904 904 ))) 905 905 |((( 906 906 All 907 907 )))|((( 908 908 1.50 Beta 2 909 -)))|((( 1106 +)))|(% colspan="2" %)((( 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 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1109 +|(% colspan="4" %)(% colspan="3" %) 916 916 ((( 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".//1111 +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". 918 918 919 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//920 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//921 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1113 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1114 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1115 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 922 922 ))) 923 923 |((( 924 924 UI extensions 925 925 )))|((( 926 926 1.50 Beta 2 927 -)))|((( 928 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 929 -)))|(% colspan="1" %)(% colspan="1" %) 930 -((( 931 - 1121 +)))|(% colspan="2" %)((( 1122 +**FFI: UpgradeGroupInfo **datatype was changed. 932 932 ))) 933 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1124 +|(% colspan="4" %)(% colspan="3" %) 934 934 ((( 935 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1126 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 936 936 ))) 937 937 |(% colspan="1" %)(% colspan="1" %) 938 938 ((( ... ... @@ -940,67 +940,58 @@ 940 940 )))|(% colspan="1" %)(% colspan="1" %) 941 941 ((( 942 942 1.50 Beta 1 943 -)))|(% colspan=" 1" %)(% colspan="1" %)1134 +)))|(% colspan="2" %)(% colspan="1" %) 944 944 ((( 945 945 **FFI: SetGuidance()** removed useinfopoint argument. 946 -)))|(% colspan="1" %)(% colspan="1" %) 947 -((( 948 - 949 949 ))) 950 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1138 +|(% colspan="4" %)(% colspan="3" %) 951 951 ((( 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 -// 1140 +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. 954 954 955 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1142 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 956 956 ))) 957 957 |((( 958 958 UI extensions 959 959 )))|((( 960 960 1.50 Beta 1 961 -)))|((( 962 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 963 -)))|(% colspan="1" %)(% colspan="1" %) 964 -((( 965 - 1148 +)))|(% colspan="2" %)((( 1149 +**FFI: CancelConstruction() **changed its return value. 966 966 ))) 967 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1151 +|(% colspan="4" %)(% colspan="3" %) 968 968 ((( 969 - (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful.//1153 +CancelConstruction() now returns if the cancellation was successful. 970 970 ))) 971 -|(% colspan="4" %)(% colspan="4" %) 972 -((( 973 -== 1.32 == 974 -))) 1155 + 1156 +---- 1157 + 1158 +=== Version 1.32 === 1159 + 1160 +(% class="table-striped" %) 975 975 |((( 976 976 UI extensions 977 977 )))|((( 978 978 1.32 979 -)))|((( 1165 +)))|(% colspan="2" %)((( 980 980 **Lua: GetComponentData() **removed the "nextdestname" property. 981 -)))|(% colspan="1" %)(% colspan="1" %) 982 -((( 983 - 984 984 ))) 985 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1168 +|(% colspan="4" %)(% colspan="3" %) 986 986 ((( 987 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1170 +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 -))) 1172 + 1173 +---- 1174 + 1175 +=== Version 1.20 === 1176 + 1177 +(% class="table-striped" %) 993 993 |((( 994 994 UI extensions 995 995 )))|((( 996 996 1.20 997 -)))|((( 998 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 999 -)))|(% colspan="1" %)(% colspan="1" %) 1000 -((( 1001 - 1182 +)))|(% colspan="2" %)((( 1183 +**FFI: GetAAOption()** got a new "useconfig" parameter. 1002 1002 ))) 1003 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1185 +|(% colspan="4" %)(% colspan="3" %) 1004 1004 ((( 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.//1187 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.// 1006 1006 )))
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... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/101909299/Breaking Changes