Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 81.1
edited by stefan
on 2021/03/05 01:25
on 2021/03/05 01:25
Change comment:
There is no comment for this version
To version 136.2
edited by Daniel Turner
on 2025/11/21 15:44
on 2025/11/21 15:44
Change comment:
There is no comment for this version
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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. stefan1 +xwiki:XWiki.Daniel - 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. ... ... @@ -18,172 +18,478 @@ 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 9.00 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Alpha 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>** 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 + 31 +=== Version 8.00 === 32 + 33 +(% class="table-striped" %) 34 +|(% 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>** 35 +|(% colspan="6" style="width:117px" %)((( 36 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 37 +))) 38 +|(% 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** 39 +|(% 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. 40 +|(% 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** 41 +|(% 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). 42 +|(% 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** 43 +|(% 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. 44 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed 45 +|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list. 46 + 47 +=== Version 7.50 === 48 + 49 +(% class="table-striped" %) 50 +|(% 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) 51 +|(% colspan="4" style="width:117px" %)((( 52 +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. 53 +))) 54 +|(% 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** 55 +|(% colspan="7" style="width:117px" %)((( 56 +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. 57 +))) 58 + 59 +=== Version 7.00 === 60 + 61 + 62 +(% class="table-striped" %) 63 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 64 +|(% 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. 65 +|(% 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** 66 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 67 +|(% 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 68 +|(% colspan="4" style="width:117px" %)((( 69 +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. 70 +))) 71 +|(% 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. 72 +|(% colspan="4" style="width:117px" %)((( 73 +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.** 74 +))) 75 +|(% 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. 76 +|(% colspan="4" style="width:117px" %)((( 77 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 78 +))) 79 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 28 28 ((( 29 - 81 +Scripts 82 +)))|(% colspan="1" style="width:119px" %)((( 83 +7.00 Beta 1 84 +)))|(% colspan="2" style="width:1625px" %)((( 85 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 30 30 ))) 31 -|(% colspan="4" %)(% colspan=" 4" %)87 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 32 32 ((( 33 - ==4.00==89 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 34 34 ))) 91 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 92 +((( 93 +UI extensions 94 +)))|(% colspan="1" style="width:119px" %)((( 95 +7.00 Beta 1 96 +)))|(% colspan="2" style="width:1625px" %)((( 97 +**FFI**: RemoveBuildPlot() changed 98 +))) 99 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 100 +((( 101 + 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. 102 +))) 103 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 104 +((( 105 +Assets 106 +)))|(% colspan="1" style="width:119px" %)((( 107 +7.00 Beta 1 108 +)))|(% colspan="2" style="width:1625px" %)((( 109 +**Some Split DLC materials moved to base game** 110 +))) 111 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 112 +((( 113 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 114 +))) 115 + 116 +=== Version 6.00 === 117 + 118 +(% class="table-striped" %) 119 +|((( 120 +Libraries 121 +)))|((( 122 +6.00 Beta 7 123 +)))|(% colspan="2" %)((( 124 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 125 +))) 126 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 127 +((( 128 +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. 129 + 130 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 131 +))) 35 35 |(% colspan="1" %)(% colspan="1" %) 36 36 ((( 37 - UIcore134 +Scripts 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 -4.00 Beta 10 137 +6.00 Beta 4 138 +)))|(% colspan="2" %)(% colspan="1" %) 139 +((( 140 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 141 +))) 142 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 143 +((( 144 +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. 145 + 146 +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. 147 +))) 148 +|(% colspan="1" %)(% colspan="1" %) 149 +((( 150 +Scripts 41 41 )))|(% colspan="1" %)(% colspan="1" %) 42 42 ((( 43 -Controlled ship can change without a **gameplanchange-event** occurring. 153 +6.00 Beta 3 154 +)))|(% colspan="2" %)(% colspan="1" %) 155 +((( 156 +Changed result of **<find_object_surface>** action in the case of a failure 157 +))) 158 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 159 +((( 160 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 161 + 162 +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. 163 + 164 +The action itself has been improved to increase the chance of finding suitable surface positions. 165 +))) 166 +|(% colspan="1" %)(% colspan="1" %) 167 +((( 168 +Scripts 44 44 )))|(% colspan="1" %)(% colspan="1" %) 45 45 ((( 46 - 171 +6.00 Beta 1 172 +)))|(% colspan="2" %)(% colspan="1" %) 173 +((( 174 +Behaviour change for **<match_dock>** script component filter 47 47 ))) 48 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)176 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 49 49 ((( 50 -//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). 51 -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. 52 -// 178 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 179 +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. 180 +))) 181 +|(% colspan="1" %)(% colspan="1" %) 182 +((( 183 +Scripts 53 53 )))|(% colspan="1" %)(% colspan="1" %) 54 54 ((( 55 - 186 +6.00 Beta 1 187 +)))|(% colspan="2" %)(% colspan="1" %) 188 +((( 189 +Changed result attribute location for **<get_attackstrength>** 56 56 ))) 191 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 192 +((( 193 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 194 +))) 57 57 |((( 196 +Assets 197 +)))|((( 198 +6.00 Beta 1 199 +)))|(% colspan="2" %)((( 200 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 201 +))) 202 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 203 +((( 204 +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. 205 +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. 206 +))) 207 +|(% colspan="1" %)(% colspan="1" %) 208 +((( 58 58 Scripts 210 +)))|(% colspan="1" %)(% colspan="1" %) 211 +((( 212 +6.00 Beta 1 213 +)))|(% colspan="2" %)(% colspan="1" %) 214 +((( 215 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 216 +))) 217 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 218 +((( 219 +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. 220 +))) 221 +|((( 222 +Scripts 59 59 )))|((( 60 -4.00 Beta 7 224 +6.00 Beta 1 225 +)))|(% colspan="2" %)((( 226 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 227 +))) 228 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 229 +((( 230 +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. 231 +))) 232 +|((( 233 +Cutscenes 61 61 )))|((( 62 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 235 +6.00 Beta 1 236 +)))|(% colspan="2" %)((( 237 +Changed behaviour of **<angles>** in cutscenes 238 +))) 239 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 240 +((( 241 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 242 +))) 243 + 244 +---- 245 + 246 +=== Version 5.00 === 247 + 248 +(% class="table-striped" %) 249 +|((( 250 +Parameters 63 63 )))|((( 64 - 252 +5.00 Beta 1 253 +)))|(% colspan="2" %)((( 254 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 65 65 ))) 66 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)256 +|(% colspan="7" %)(% colspan="3" %) 67 67 ((( 68 -//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 69 -New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 70 -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// 71 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 258 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 259 +))) 260 + 261 +---- 262 + 263 +=== Version 4.10 === 264 + 265 +(% class="table-striped" %) 266 +|(% colspan="1" %)(% colspan="1" %) 72 72 ((( 73 - 268 +UI extensions 269 +)))|(% colspan="1" %)(% colspan="1" %) 270 +((( 271 +4.10 Beta 7 272 +)))|(% colspan="2" %)(% colspan="1" %) 273 +((( 274 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 74 74 ))) 276 +|(% colspan="4" %)(% colspan="3" %) 277 +((( 278 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 279 +))) 75 75 |(% colspan="1" %)(% colspan="1" %) 76 76 ((( 77 -UI core282 +UI extensions 78 78 )))|(% colspan="1" %)(% colspan="1" %) 79 79 ((( 80 -4.00 Beta 6 285 +4.10 Beta 6 286 +)))|(% colspan="2" %)(% colspan="1" %) 287 +((( 288 +**FFI**: CustomGameStartPlayerProperty2 changed 289 +))) 290 +|(% colspan="4" %)(% colspan="3" %) 291 +((( 292 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 293 +))) 294 +|(% colspan="1" %)(% colspan="1" %) 295 +((( 296 +Parameters 81 81 )))|(% colspan="1" %)(% colspan="1" %) 82 82 ((( 83 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 299 +4.10 Beta 3 300 +)))|(% colspan="2" %)(% colspan="1" %) 301 +((( 302 +Renamed **<stationinfobox>** to **<infobox>** 303 +))) 304 +|(% colspan="4" %)(% colspan="3" %) 305 +((( 306 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 307 +))) 308 +|(% colspan="1" %)(% colspan="1" %) 309 +((( 310 +UI extensions 84 84 )))|(% colspan="1" %)(% colspan="1" %) 85 85 ((( 86 - 313 +4.10 Beta 2 314 +)))|(% colspan="2" %)(% colspan="1" %) 315 +((( 316 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 87 87 ))) 88 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)318 +|(% colspan="4" %)(% colspan="3" %) 89 89 ((( 90 -//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. 91 -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).// 92 - 93 -//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 94 -// 320 +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. 321 +))) 322 +|((( 323 +UI extensions 324 +)))|((( 325 +4.10 Beta 2 326 +)))|(% colspan="2" %)((( 327 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 328 +))) 329 +|(% colspan="4" %)(% colspan="3" %) 330 +((( 331 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 332 +))) 333 +|((( 334 +Scripts 335 +)))|((( 336 +4.10 Beta 1 337 +)))|(% colspan="2" %)((( 338 +People related attributes of mission** <delivery> **node moved 339 +))) 340 +|(% colspan="4" %)(% colspan="3" %) 341 +((( 342 +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. 343 +))) 344 +|(% colspan="1" %)(% colspan="1" %) 345 +((( 346 +Scripts 95 95 )))|(% colspan="1" %)(% colspan="1" %) 96 96 ((( 97 - 349 +4.10 Beta 1 350 +)))|(% colspan="2" %)(% colspan="1" %) 351 +((( 352 +**$destructible.productions** replaced with $defensible.productions 98 98 ))) 354 +|(% colspan="4" %)(% colspan="3" %) 355 +((( 356 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 357 +))) 358 +|((( 359 +Scripts 360 +)))|((( 361 +4.10 Beta 1 362 +)))|(% colspan="2" %)((( 363 +Removed script property **$object.spawnsourceseed** 364 +))) 365 +|(% colspan="4" %)(% colspan="3" %) 366 +((( 367 +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. 368 +))) 369 + 370 +---- 371 + 372 +=== Version 4.00 === 373 + 374 +(% class="table-striped" %) 99 99 |(% colspan="1" %)(% colspan="1" %) 100 100 ((( 101 101 UI core 102 102 )))|(% colspan="1" %)(% colspan="1" %) 103 103 ((( 104 -4.00 Beta 5105 -)))|(% colspan=" 1" %)(% colspan="1" %)380 +4.00 Beta 10 381 +)))|(% colspan="2" %)(% colspan="1" %) 106 106 ((( 107 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 383 +Controlled ship can change without a **gameplanchange-event** occurring. 384 +))) 385 +|(% colspan="4" %)(% colspan="3" %) 386 +((( 387 +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). 388 +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. 389 +))) 390 +|((( 391 +Scripts 392 +)))|((( 393 +4.00 Beta 7 394 +)))|(% colspan="2" %)((( 395 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 396 +))) 397 +|(% colspan="4" %)(% colspan="3" %) 398 +((( 399 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 400 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 401 +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 402 +))) 403 +|(% colspan="1" %)(% colspan="1" %) 404 +((( 405 +UI core 108 108 )))|(% colspan="1" %)(% colspan="1" %) 109 109 ((( 110 - 408 +4.00 Beta 6 409 +)))|(% colspan="2" %)(% colspan="1" %) 410 +((( 411 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 111 111 ))) 112 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)413 +|(% colspan="4" %)(% colspan="3" %) 113 113 ((( 114 -//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.// 415 +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. 416 +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). 115 115 116 -//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). 418 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 419 +))) 420 +|(% colspan="1" %)(% colspan="1" %) 421 +((( 422 +UI core 117 117 )))|(% colspan="1" %)(% colspan="1" %) 118 118 ((( 119 - 425 +4.00 Beta 5 426 +)))|(% colspan="2" %)(% colspan="1" %) 427 +((( 428 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 120 120 ))) 430 +|(% colspan="4" %)(% colspan="3" %) 431 +((( 432 +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. 433 + 434 +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). 435 +))) 121 121 |((( 122 122 Parameters 123 123 )))|((( 124 124 4.00 Beta 1 125 -)))|((( 440 +)))|(% colspan="2" %)((( 126 126 **requiresconstructionvessel** parameter moved 127 -)))|((( 128 - 129 129 ))) 130 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)443 +|(% colspan="4" %)(% colspan="3" %) 131 131 ((( 132 - //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//445 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 133 133 ))) 134 134 |((( 135 135 Scripts 136 136 )))|((( 137 137 4.00 Beta 1 138 -)))|((( 451 +)))|(% colspan="2" %)((( 139 139 Changed behaviour of **gatedistance** script property 140 -)))|((( 141 - 142 142 ))) 143 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)454 +|(% colspan="4" %)(% colspan="3" %) 144 144 ((( 145 -//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 146 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 147 -((( 148 - 456 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 149 149 ))) 150 -|(% colspan="4" %)(% colspan="4" %) 151 -((( 152 -== 3.30 == 153 -))) 458 + 459 +---- 460 + 461 +=== Version 3.30 === 462 + 463 +(% class="table-striped" %) 154 154 |((( 155 155 UI extensions 156 156 )))|((( 157 157 3.30 Beta 3 158 -)))|((( 159 -**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()** 160 -)))|(% colspan="1" %)(% colspan="1" %) 161 -((( 162 - 468 +)))|(% colspan="2" %)((( 469 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 163 163 ))) 164 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)471 +|(% colspan="7" %)(% colspan="3" %) 165 165 ((( 166 - //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()//473 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 167 167 ))) 168 -|(% colspan="4" %)(% colspan="4" %) 169 -((( 170 -== 3.20 == 171 -))) 475 + 476 +---- 477 + 478 +=== Version 3.20 === 479 + 480 +(% class="table-striped" %) 172 172 |((( 173 173 Scripts 174 174 )))|((( 175 175 3.20 Beta 1 176 -)))|((( 485 +)))|(% colspan="2" %)((( 177 177 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 178 -)))|(% colspan="1" %)(% colspan="1" %) 179 -((( 180 - 181 181 ))) 182 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)488 +|(% colspan="4" %)(% colspan="3" %) 183 183 ((( 184 - //Old params: param = attacked object, param2 = attack method, param3 = attacked component//185 - //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]186 -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 //490 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 491 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 492 +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 187 187 ))) 188 188 |(% colspan="1" %)(% colspan="1" %) 189 189 ((( ... ... @@ -191,35 +191,31 @@ 191 191 )))|(% colspan="1" %)(% colspan="1" %) 192 192 ((( 193 193 3.20 Beta 1 194 -)))|(% colspan=" 1" %)(% colspan="1" %)500 +)))|(% colspan="2" %)(% colspan="1" %) 195 195 ((( 196 196 Removed script property $trade.**restriction.faction** 197 -)))|(% colspan="1" %)(% colspan="1" %) 198 -((( 199 - 200 200 ))) 201 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)504 +|(% colspan="4" %)(% colspan="3" %) 202 202 ((( 203 - //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//506 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 204 204 ))) 205 205 |((( 206 206 UI extensions 207 207 )))|((( 208 208 3.20 Beta 1 209 -)))|((( 512 +)))|(% colspan="2" %)((( 210 210 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 211 -)))|(% colspan="1" %)(% colspan="1" %) 212 -((( 213 - 214 214 ))) 215 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)515 +|(% colspan="4" %)(% colspan="3" %) 216 216 ((( 217 - //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.//517 +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. 218 218 ))) 219 -|(% colspan="4" %)(% colspan="4" %) 220 -((( 221 -== 3.10 == 222 -))) 519 + 520 +---- 521 + 522 +=== Version 3.10 === 523 + 524 +(% class="table-striped" %) 223 223 |(% colspan="1" %)(% colspan="1" %) 224 224 ((( 225 225 Scripts ... ... @@ -226,21 +226,20 @@ 226 226 )))|(% colspan="1" %)(% colspan="1" %) 227 227 ((( 228 228 3.10 Beta 1 229 -)))|(% colspan=" 1" %)(% colspan="1" %)531 +)))|(% colspan="2" %)(% colspan="1" %) 230 230 ((( 231 231 Removed script action **<add_build/>** 232 -)))|(% colspan="1" %)(% colspan="1" %) 233 -((( 234 - 235 235 ))) 236 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)535 +|(% colspan="7" %)(% colspan="3" %) 237 237 ((( 238 - //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.//537 +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. 239 239 ))) 240 -|(% colspan="4" %)(% colspan="4" %) 241 -((( 242 -== 3.00 == 243 -))) 539 + 540 +---- 541 + 542 +=== Version 3.00 === 543 + 544 +(% class="table-striped" %) 244 244 |(% colspan="1" %)(% colspan="1" %) 245 245 ((( 246 246 Scripts ... ... @@ -247,16 +247,13 @@ 247 247 )))|(% colspan="1" %)(% colspan="1" %) 248 248 ((( 249 249 3.0 Beta 6 250 -)))|(% colspan=" 1" %)(% colspan="1" %)551 +)))|(% colspan="2" %)(% colspan="1" %) 251 251 ((( 252 252 Changed behaviour of script action **<get_suitable_job/>** 253 -)))|(% colspan="1" %)(% colspan="1" %) 254 -((( 255 - 256 256 ))) 257 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)555 +|(% colspan="4" %)(% colspan="3" %) 258 258 ((( 259 - //<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.//557 +<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. 260 260 ))) 261 261 |(% colspan="1" %)(% colspan="1" %) 262 262 ((( ... ... @@ -264,16 +264,13 @@ 264 264 )))|(% colspan="1" %)(% colspan="1" %) 265 265 ((( 266 266 3.0 Beta 6 267 -)))|(% colspan=" 1" %)(% colspan="1" %)565 +)))|(% colspan="2" %)(% colspan="1" %) 268 268 ((( 269 269 Changed behaviour of script action **<get_ware_definition/>** 270 -)))|(% colspan="1" %)(% colspan="1" %) 271 -((( 272 - 273 273 ))) 274 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)569 +|(% colspan="4" %)(% colspan="3" %) 275 275 ((( 276 - //<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.//571 +<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. 277 277 ))) 278 278 |(% colspan="1" %)(% colspan="1" %) 279 279 ((( ... ... @@ -281,18 +281,15 @@ 281 281 )))|(% colspan="1" %)(% colspan="1" %) 282 282 ((( 283 283 3.0 Beta 5 284 -)))|(% colspan=" 1" %)(% colspan="1" %)579 +)))|(% colspan="2" %)(% colspan="1" %) 285 285 ((( 286 286 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 287 -)))|(% colspan="1" %)(% colspan="1" %) 288 -((( 289 - 290 290 ))) 291 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)583 +|(% colspan="4" %)(% colspan="3" %) 292 292 ((( 293 - //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.)\\585 +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.) 294 294 295 - //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).//587 +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). 296 296 ))) 297 297 |(% colspan="1" %)(% colspan="1" %) 298 298 ((( ... ... @@ -300,16 +300,13 @@ 300 300 )))|(% colspan="1" %)(% colspan="1" %) 301 301 ((( 302 302 3.0 Beta 5 303 -)))|(% colspan=" 1" %)(% colspan="1" %)595 +)))|(% colspan="2" %)(% colspan="1" %) 304 304 ((( 305 305 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 306 -)))|(% colspan="1" %)(% colspan="1" %) 307 -((( 308 - 309 309 ))) 310 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)599 +|(% colspan="4" %)(% colspan="3" %) 311 311 ((( 312 - //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.//601 +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. 313 313 ))) 314 314 |(% colspan="1" %)(% colspan="1" %) 315 315 ((( ... ... @@ -317,17 +317,14 @@ 317 317 )))|(% colspan="1" %)(% colspan="1" %) 318 318 ((( 319 319 3.0 Beta 5 320 -)))|(% colspan=" 1" %)(% colspan="1" %)609 +)))|(% colspan="2" %)(% colspan="1" %) 321 321 ((( 322 322 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 323 -)))|(% colspan="1" %)(% colspan="1" %) 324 -((( 325 - 326 326 ))) 327 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)613 +|(% colspan="4" %)(% colspan="3" %) 328 328 ((( 329 - //Before the change, positions are relative to $dockingbay.parent.330 -After the change, positions are relative to $dockingbay as specified in the documentation. //615 +Before the change, positions are relative to $dockingbay.parent. 616 +After the change, positions are relative to $dockingbay as specified in the documentation. 331 331 ))) 332 332 |(% colspan="1" %)(% colspan="1" %) 333 333 ((( ... ... @@ -335,30 +335,24 @@ 335 335 )))|(% colspan="1" %)(% colspan="1" %) 336 336 ((( 337 337 3.0 Beta 2 338 -)))|(% colspan=" 1" %)(% colspan="1" %)624 +)))|(% colspan="2" %)(% colspan="1" %) 339 339 ((( 340 340 Support for entity flag "**skillsvisible**" dropped 341 -)))|(% colspan="1" %)(% colspan="1" %) 342 -((( 343 - 344 344 ))) 345 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)628 +|(% colspan="4" %)(% colspan="3" %) 346 346 ((( 347 - //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().//630 +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(). 348 348 ))) 349 349 |((( 350 350 Scripts 351 351 )))|((( 352 352 3.0 Beta 2 353 -)))|((( 636 +)))|(% colspan="2" %)((( 354 354 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 355 -)))|(% colspan="1" %)(% colspan="1" %) 356 -((( 357 - 358 358 ))) 359 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)639 +|(% colspan="4" %)(% colspan="3" %) 360 360 ((( 361 - //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.641 +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. 362 362 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. 363 363 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. 364 364 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). ... ... @@ -369,30 +369,24 @@ 369 369 )))|(% colspan="1" %)(% colspan="1" %) 370 370 ((( 371 371 3.0 Beta 1 372 -)))|(% colspan=" 1" %)(% colspan="1" %)652 +)))|(% colspan="2" %)(% colspan="1" %) 373 373 ((( 374 374 **MissionBoard** support dropped 375 -)))|(% colspan="1" %)(% colspan="1" %) 376 -((( 377 - 378 378 ))) 379 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)656 +|(% colspan="4" %)(% colspan="3" %) 380 380 ((( 381 - //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.//658 +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. 382 382 ))) 383 383 |((( 384 384 Job/God 385 385 )))|((( 386 386 3.0 Beta 1 387 -)))|((( 664 +)))|(% colspan="2" %)((( 388 388 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 389 -)))|(% colspan="1" %)(% colspan="1" %) 390 -((( 391 - 392 392 ))) 393 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)667 +|(% colspan="4" %)(% colspan="3" %) 394 394 ((( 395 - //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.//669 +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. 396 396 ))) 397 397 |(% colspan="1" %)(% colspan="1" %) 398 398 ((( ... ... @@ -400,16 +400,13 @@ 400 400 )))|(% colspan="1" %)(% colspan="1" %) 401 401 ((( 402 402 3.0 Beta 1 403 -)))|(% colspan=" 1" %)(% colspan="1" %)677 +)))|(% colspan="2" %)(% colspan="1" %) 404 404 ((( 405 405 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 406 -)))|(% colspan="1" %)(% colspan="1" %) 407 -((( 408 - 409 409 ))) 410 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)681 +|(% colspan="4" %)(% colspan="3" %) 411 411 ((( 412 - //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.//683 +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. 413 413 ))) 414 414 |(% colspan="1" %)(% colspan="1" %) 415 415 ((( ... ... @@ -417,16 +417,13 @@ 417 417 )))|(% colspan="1" %)(% colspan="1" %) 418 418 ((( 419 419 3.0 Beta 1 420 -)))|(% colspan=" 1" %)(% colspan="1" %)691 +)))|(% colspan="2" %)(% colspan="1" %) 421 421 ((( 422 422 Script action **<set_doors_locked/>** attribute **'group'** changed 423 -)))|(% colspan="1" %)(% colspan="1" %) 424 -((( 425 - 426 426 ))) 427 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)695 +|(% colspan="4" %)(% colspan="3" %) 428 428 ((( 429 - //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.//697 +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. 430 430 ))) 431 431 |(% colspan="1" %)(% colspan="1" %) 432 432 ((( ... ... @@ -434,16 +434,13 @@ 434 434 )))|(% colspan="1" %)(% colspan="1" %) 435 435 ((( 436 436 3.0 Beta 1 437 -)))|(% colspan=" 1" %)(% colspan="1" %)705 +)))|(% colspan="2" %)(% colspan="1" %) 438 438 ((( 439 439 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 440 -)))|(% colspan="1" %)(% colspan="1" %) 441 -((( 442 - 443 443 ))) 444 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)709 +|(% colspan="4" %)(% colspan="3" %) 445 445 ((( 446 - //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.//711 +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. 447 447 ))) 448 448 |(% colspan="1" %)(% colspan="1" %) 449 449 ((( ... ... @@ -451,16 +451,13 @@ 451 451 )))|(% colspan="1" %)(% colspan="1" %) 452 452 ((( 453 453 3.0 Beta 1 454 -)))|(% colspan=" 1" %)(% colspan="1" %)719 +)))|(% colspan="2" %)(% colspan="1" %) 455 455 ((( 456 456 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 457 -)))|(% colspan="1" %)(% colspan="1" %) 458 -((( 459 - 460 460 ))) 461 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)723 +|(% colspan="4" %)(% colspan="3" %) 462 462 ((( 463 - //These actions had no effect and were removed.//725 +These actions had no effect and were removed. 464 464 ))) 465 465 |(% colspan="1" %)(% colspan="1" %) 466 466 ((( ... ... @@ -468,16 +468,13 @@ 468 468 )))|(% colspan="1" %)(% colspan="1" %) 469 469 ((( 470 470 3.0 Beta 1 471 -)))|(% colspan=" 1" %)(% colspan="1" %)733 +)))|(% colspan="2" %)(% colspan="1" %) 472 472 ((( 473 473 **<setup_conversation_minigame/>** script action removed 474 -)))|(% colspan="1" %)(% colspan="1" %) 475 -((( 476 - 477 477 ))) 478 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)737 +|(% colspan="4" %)(% colspan="3" %) 479 479 ((( 480 - //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.//739 +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. 481 481 ))) 482 482 |(% colspan="1" %)(% colspan="1" %) 483 483 ((( ... ... @@ -485,16 +485,13 @@ 485 485 )))|(% colspan="1" %)(% colspan="1" %) 486 486 ((( 487 487 3.0 Beta 1 488 -)))|(% colspan=" 1" %)(% colspan="1" %)747 +)))|(% colspan="2" %)(% colspan="1" %) 489 489 ((( 490 490 <add_player_choice_*> **confidence** attribute removed 491 -)))|(% colspan="1" %)(% colspan="1" %) 492 -((( 493 - 494 494 ))) 495 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)751 +|(% colspan="4" %)(% colspan="3" %) 496 496 ((( 497 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//753 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 498 498 ))) 499 499 |(% colspan="1" %)(% colspan="1" %) 500 500 ((( ... ... @@ -502,16 +502,13 @@ 502 502 )))|(% colspan="1" %)(% colspan="1" %) 503 503 ((( 504 504 3.0 Beta 1 505 -)))|(% colspan=" 1" %)(% colspan="1" %)761 +)))|(% colspan="2" %)(% colspan="1" %) 506 506 ((( 507 507 **<hack_via_control_panel/>** script action removed 508 -)))|(% colspan="1" %)(% colspan="1" %) 509 -((( 510 - 511 511 ))) 512 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)765 +|(% colspan="4" %)(% colspan="3" %) 513 513 ((( 514 - //Unused script action <hack_via_control_panel/> was removed.//767 +Unused script action <hack_via_control_panel/> was removed. 515 515 ))) 516 516 |(% colspan="1" %)(% colspan="1" %) 517 517 ((( ... ... @@ -519,30 +519,24 @@ 519 519 )))|(% colspan="1" %)(% colspan="1" %) 520 520 ((( 521 521 3.0 Beta 1 522 -)))|(% colspan=" 1" %)(% colspan="1" %)775 +)))|(% colspan="2" %)(% colspan="1" %) 523 523 ((( 524 524 **Lua: **GetMiniGameCursorPosition() removed 525 -)))|(% colspan="1" %)(% colspan="1" %) 526 -((( 527 - 528 528 ))) 529 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)779 +|(% colspan="4" %)(% colspan="3" %) 530 530 ((( 531 - //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.//781 +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. 532 532 ))) 533 533 |((( 534 534 UI core 535 535 )))|((( 536 536 3.0 Beta 1 537 -)))|((( 787 +)))|(% colspan="2" %)((( 538 538 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 539 -)))|(% colspan="1" %)(% colspan="1" %) 540 -((( 541 - 542 542 ))) 543 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)790 +|(% colspan="4" %)(% colspan="3" %) 544 544 ((( 545 - //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.//792 +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. 546 546 ))) 547 547 |(% colspan="1" %)(% colspan="1" %) 548 548 ((( ... ... @@ -550,16 +550,13 @@ 550 550 )))|(% colspan="1" %)(% colspan="1" %) 551 551 ((( 552 552 3.0 Beta 1 553 -)))|(% colspan=" 1" %)(% colspan="1" %)800 +)))|(% colspan="2" %)(% colspan="1" %) 554 554 ((( 555 555 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 556 -)))|(% colspan="1" %)(% colspan="1" %) 557 -((( 558 - 559 559 ))) 560 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)804 +|(% colspan="4" %)(% colspan="3" %) 561 561 ((( 562 - //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.//806 +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. 563 563 ))) 564 564 |(% colspan="1" %)(% colspan="1" %) 565 565 ((( ... ... @@ -567,17 +567,14 @@ 567 567 )))|(% colspan="1" %)(% colspan="1" %) 568 568 ((( 569 569 3.0 Beta 1 570 -)))|(% colspan=" 1" %)(% colspan="1" %)814 +)))|(% colspan="2" %)(% colspan="1" %) 571 571 ((( 572 572 **$ware.illegal** updated 573 -)))|(% colspan="1" %)(% colspan="1" %) 574 -((( 575 - 576 576 ))) 577 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)818 +|(% colspan="4" %)(% colspan="3" %) 578 578 ((( 579 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//580 - //It now returns true if $ware is illegal to any faction in the game.//820 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 821 +It now returns true if $ware is illegal to any faction in the game. 581 581 ))) 582 582 |(% colspan="1" %)(% colspan="1" %) 583 583 ((( ... ... @@ -585,16 +585,13 @@ 585 585 )))|(% colspan="1" %)(% colspan="1" %) 586 586 ((( 587 587 3.0 Beta 1 588 -)))|(% colspan=" 1" %)(% colspan="1" %)829 +)))|(% colspan="2" %)(% colspan="1" %) 589 589 ((( 590 590 MD script **RML_Flight_Along_Path** removed 591 -)))|(% colspan="1" %)(% colspan="1" %) 592 -((( 593 - 594 594 ))) 595 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)833 +|(% colspan="4" %)(% colspan="3" %) 596 596 ((( 597 - //The MD script RML_Flight_Along_Path was not referened and was removed.//835 +The MD script RML_Flight_Along_Path was not referened and was removed. 598 598 ))) 599 599 |(% colspan="1" %)(% colspan="1" %) 600 600 ((( ... ... @@ -602,86 +602,75 @@ 602 602 )))|(% colspan="1" %)(% colspan="1" %) 603 603 ((( 604 604 3.0 Beta 1 605 -)))|(% colspan=" 1" %)(% colspan="1" %)843 +)))|(% colspan="2" %)(% colspan="1" %) 606 606 ((( 607 607 parameters of **<event_venture_mission_completed/>** changed 608 -)))|(% colspan="1" %)(% colspan="1" %) 609 -((( 610 - 611 611 ))) 612 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)847 +|(% colspan="4" %)(% colspan="3" %) 613 613 ((( 614 - //old params: param = venture details, param2 = ships involved, param3 = duration//615 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//849 +old params: param = venture details, param2 = ships involved, param3 = duration 850 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 616 616 ))) 617 617 |((( 618 618 Scripts 619 619 )))|((( 620 620 3.0 Beta 1 621 -)))|((( 856 +)))|(% colspan="2" %)((( 622 622 **<set_object_wing_name/>** removed, 623 623 **<set_object_fleet_name/>** added 624 -)))|(% colspan="1" %)(% colspan="1" %) 625 -((( 626 - 627 627 ))) 628 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)860 +|(% colspan="4" %)(% colspan="3" %) 629 629 ((( 630 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//862 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 631 631 ))) 632 632 |((( 633 633 Scripts 634 634 )))|((( 635 635 3.0 Beta 1 636 -)))|((( 868 +)))|(% colspan="2" %)((( 637 637 **$controllable.wing.*** removed, 638 638 **$controllable.fleet.*** added 639 -)))|(% colspan="1" %)(% colspan="1" %) 640 -((( 641 - 642 642 ))) 643 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)872 +|(% colspan="4" %)(% colspan="3" %) 644 644 ((( 645 645 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 646 646 ))) 647 -|(% colspan="4" %)(% colspan="4" %) 648 -((( 649 -== 2.60 == 650 -))) 876 + 877 +---- 878 + 879 +=== Version 2.60 === 880 + 881 +(% class="table-striped" %) 651 651 |((( 652 652 Scripts 653 653 )))|((( 654 654 2.60 Beta 1 655 -)))|((( 886 +)))|(% colspan="2" %)((( 656 656 '**checkoperational**' filter behaviour changed 657 -)))|(% colspan="1" %)(% colspan="1" %) 658 -((( 659 - 660 660 ))) 661 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)889 +|(% colspan="10" %)(% colspan="3" %) 662 662 ((( 663 - //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.//891 +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. 664 664 665 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//893 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 666 666 ))) 667 667 |((( 668 668 Scripts 669 669 )))|((( 670 670 2.60 Beta 1 671 -)))|((( 899 +)))|(% colspan="2" %)((( 672 672 $container.**supplyresources** behavior changed 673 -)))|(% colspan="1" %)(% colspan="1" %) 901 +)))| | | 902 +|(% colspan="10" %)(% colspan="3" %) 674 674 ((( 675 - 904 +The script keyword $container.supplyresources now includes reserved wares. 676 676 ))) 677 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 678 -((( 679 -//The script keyword $container.supplyresources now includes reserved wares.// 680 -))) 681 -|(% colspan="4" %)(% colspan="4" %) 682 -((( 683 -== 2.20 == 684 -))) 906 + 907 +---- 908 + 909 +=== Version 2.20 === 910 + 911 +(% class="table-striped" %) 685 685 |(% colspan="1" %)(% colspan="1" %) 686 686 ((( 687 687 UI core ... ... @@ -688,20 +688,16 @@ 688 688 )))|(% colspan="1" %)(% colspan="1" %) 689 689 ((( 690 690 2.20 Beta 3/4 691 -)))|(% colspan=" 1" %)(% colspan="1" %)918 +)))|(% colspan="2" %)(% colspan="1" %) 692 692 ((( 693 693 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 694 -)))|(% colspan="1" %)(% colspan="1" %) 695 -((( 696 - 697 697 ))) 698 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)922 +|(% colspan="4" %)(% colspan="3" %) 699 699 ((( 700 - //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.701 -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. //924 +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. 925 +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. 702 702 703 -//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. 704 -// 927 +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. 705 705 ))) 706 706 |(% colspan="1" %)(% colspan="1" %) 707 707 ((( ... ... @@ -709,21 +709,20 @@ 709 709 )))|(% colspan="1" %)(% colspan="1" %) 710 710 ((( 711 711 2.20 Beta 3 712 -)))|(% colspan=" 1" %)(% colspan="1" %)935 +)))|(% colspan="2" %)(% colspan="1" %) 713 713 ((( 714 714 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 715 -)))|(% colspan="1" %)(% colspan="1" %) 716 -((( 717 - 718 718 ))) 719 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)939 +|(% colspan="4" %)(% colspan="3" %) 720 720 ((( 721 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//941 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 722 722 ))) 723 -|(% colspan="4" %)(% colspan="4" %) 724 -((( 725 -== 2.00 == 726 -))) 943 + 944 +---- 945 + 946 +=== Version 2.00 === 947 + 948 +(% class="table-striped" %) 727 727 |(% colspan="1" %)(% colspan="1" %) 728 728 ((( 729 729 Scripts ... ... @@ -730,16 +730,13 @@ 730 730 )))|(% colspan="1" %)(% colspan="1" %) 731 731 ((( 732 732 2.00 Beta 1 733 -)))|(% colspan=" 1" %)(% colspan="1" %)955 +)))|(% colspan="2" %)(% colspan="1" %) 734 734 ((( 735 735 **<event_build_finished/> **param2 now returns null instead of a construction sequence 736 -)))|(% colspan="1" %)(% colspan="1" %) 737 -((( 738 - 739 739 ))) 740 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)959 +|(% colspan="4" %)(% colspan="3" %) 741 741 ((( 742 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//961 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 743 743 ))) 744 744 |(% colspan="1" %)(% colspan="1" %) 745 745 ((( ... ... @@ -747,16 +747,13 @@ 747 747 )))|(% colspan="1" %)(% colspan="1" %) 748 748 ((( 749 749 2.00 Beta 1 750 -)))|(% colspan=" 1" %)(% colspan="1" %)969 +)))|(% colspan="2" %)(% colspan="1" %) 751 751 ((( 752 752 **param.boarding.{...}** strength parameters removed 753 -)))|(% colspan="1" %)(% colspan="1" %) 754 -((( 755 - 756 756 ))) 757 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)973 +|(% colspan="4" %)(% colspan="3" %) 758 758 ((( 759 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//975 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 760 760 ))) 761 761 |(% colspan="1" %)(% colspan="1" %) 762 762 ((( ... ... @@ -764,197 +764,160 @@ 764 764 )))|(% colspan="1" %)(% colspan="1" %) 765 765 ((( 766 766 2.00 Beta 1 767 -)))|(% colspan=" 1" %)(% colspan="1" %)983 +)))|(% colspan="2" %)(% colspan="1" %) 768 768 ((( 769 769 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 770 -)))|(% colspan="1" %)(% colspan="1" %) 771 -((( 772 - 773 773 ))) 774 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)987 +|(% colspan="4" %)(% colspan="3" %) 775 775 ((( 776 - //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.//989 +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. 777 777 ))) 778 778 |((( 779 779 UI extensions 780 780 )))|((( 781 781 2.00 Beta 1 782 -)))|((( 995 +)))|(% colspan="2" %)((( 783 783 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 784 -)))|(% colspan="1" %)(% colspan="1" %) 785 -((( 786 - 787 787 ))) 788 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)998 +|(% colspan="4" %)(% colspan="3" %) 789 789 ((( 790 - //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.//1000 +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. 791 791 ))) 792 792 |((( 793 793 UI extensions 794 794 )))|((( 795 795 2.00 Beta 1 796 -)))|((( 1006 +)))|(% colspan="2" %)((( 797 797 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 798 -)))|(% colspan="1" %)(% colspan="1" %) 799 -((( 800 - 801 801 ))) 802 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1009 +|(% colspan="4" %)(% colspan="3" %) 803 803 ((( 804 - //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.//805 - //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.//1011 +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. 1012 +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. 806 806 ))) 807 807 |((( 808 808 Scripts 809 809 )))|((( 810 810 2.00 Beta 1 811 -)))|((( 1018 +)))|(% colspan="2" %)((( 812 812 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 813 -)))|(% colspan="1" %)(% colspan="1" %) 814 -((( 815 - 816 816 ))) 817 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1021 +|(% colspan="4" %)(% colspan="3" %) 818 818 ((( 819 - //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.//1023 +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. 820 820 ))) 821 821 |((( 822 822 Scripts 823 823 )))|((( 824 824 2.00 Beta 1 825 -)))|((( 1029 +)))|(% colspan="2" %)((( 826 826 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 827 -)))|(% colspan="1" %)(% colspan="1" %) 828 -((( 829 - 830 830 ))) 831 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1032 +|(% colspan="4" %)(% colspan="3" %) 832 832 ((( 833 - //For prior behavior, check for event.param being non-null.//1034 +For prior behavior, check for event.param being non-null. 834 834 ))) 835 835 |((( 836 836 AI Scripts 837 837 )))|((( 838 838 2.00 Beta 1 839 -)))|((( 1040 +)))|(% colspan="2" %)((( 840 840 **<shoot/>/<shoot_at/>** attribute changes. 841 -)))|(% colspan="1" %)(% colspan="1" %) 842 -((( 843 - 844 844 ))) 845 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1043 +|(% colspan="4" %)(% colspan="3" %) 846 846 ((( 847 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//848 - //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.//849 - //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.//1045 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1046 +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. 1047 +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. 850 850 851 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1049 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 852 852 ))) 853 853 |((( 854 854 UI extensions 855 855 )))|((( 856 856 2.00 Beta 1 857 -)))|((( 858 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 859 -)))|(% colspan="1" %)(% colspan="1" %) 860 -((( 861 - 1055 +)))|(% colspan="2" %)((( 1056 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 862 862 ))) 863 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1058 +|(% colspan="4" %)(% colspan="3" %) 864 864 ((( 865 - //Added possibility to query build tasks of a certain buildmodule.//1060 +Added possibility to query build tasks of a certain buildmodule. 866 866 ))) 867 867 |((( 868 868 UI extensions 869 869 )))|((( 870 870 2.00 Beta 1 871 -)))|((( 1066 +)))|(% colspan="2" %)((( 872 872 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 873 -)))|(% colspan="1" %)(% colspan="1" %) 874 -((( 875 - 876 876 ))) 877 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1069 +|(% colspan="4" %)(% colspan="3" %) 878 878 ((( 879 - //Added list of resources a buildmodule needs to build.//1071 +Added list of resources a buildmodule needs to build. 880 880 ))) 881 881 |((( 882 882 UI extensions 883 883 )))|((( 884 884 2.00 Beta 1 885 -)))|((( 886 -(% 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);" %) 887 -)))|(% colspan="1" %)(% colspan="1" %) 888 -((( 889 - 1077 +)))|(% colspan="2" %)((( 1078 +**Lua: CalculateTotalHullFraction() **was removed. 890 890 ))) 891 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1080 +|(% colspan="4" %)(% colspan="3" %) 892 892 ((( 893 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1082 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 894 894 ))) 895 895 |((( 896 896 UI extensions 897 897 )))|((( 898 898 2.00 Beta 1 899 -)))|((( 900 -**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" %) 901 -)))|(% colspan="1" %)(% colspan="1" %) 902 -((( 903 - 1088 +)))|(% colspan="2" %)((( 1089 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 904 904 ))) 905 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1091 +|(% colspan="4" %)(% colspan="3" %) 906 906 ((( 907 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1093 +Changed return value type to const char* to better identify failure reasons in Lua script. 908 908 ))) 909 -|(% colspan="4" %)(% colspan="4" %) 910 -((( 911 -== 1.50 == 912 -))) 1095 + 1096 +---- 1097 + 1098 +=== Version 1.50 === 1099 + 1100 +(% class="table-striped" %) 913 913 |((( 914 914 UI extensions 915 915 )))|((( 916 916 1.50 Beta 3 917 -)))|((( 918 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 919 -)))|(% colspan="1" %)(% colspan="1" %) 920 -((( 921 - 1105 +)))|(% colspan="2" %)((( 1106 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 922 922 ))) 923 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1108 +|(% colspan="4" %)(% colspan="3" %) 924 924 ((( 925 - //The "docksizes" property no longer includes internal ship storage docks.//1110 +The "docksizes" property no longer includes internal ship storage docks. 926 926 ))) 927 927 |((( 928 928 All 929 929 )))|((( 930 930 1.50 Beta 2 931 -)))|((( 1116 +)))|(% colspan="2" %)((( 932 932 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 933 -)))|(% colspan="1" %)(% colspan="1" %) 934 -((( 935 - 936 936 ))) 937 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1119 +|(% colspan="4" %)(% colspan="3" %) 938 938 ((( 939 - //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".//1121 +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". 940 940 941 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//942 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//943 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1123 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1124 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1125 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 944 944 ))) 945 945 |((( 946 946 UI extensions 947 947 )))|((( 948 948 1.50 Beta 2 949 -)))|((( 950 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 951 -)))|(% colspan="1" %)(% colspan="1" %) 952 -((( 953 - 1131 +)))|(% colspan="2" %)((( 1132 +**FFI: UpgradeGroupInfo **datatype was changed. 954 954 ))) 955 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1134 +|(% colspan="4" %)(% colspan="3" %) 956 956 ((( 957 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1136 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 958 958 ))) 959 959 |(% colspan="1" %)(% colspan="1" %) 960 960 ((( ... ... @@ -962,67 +962,58 @@ 962 962 )))|(% colspan="1" %)(% colspan="1" %) 963 963 ((( 964 964 1.50 Beta 1 965 -)))|(% colspan=" 1" %)(% colspan="1" %)1144 +)))|(% colspan="2" %)(% colspan="1" %) 966 966 ((( 967 967 **FFI: SetGuidance()** removed useinfopoint argument. 968 -)))|(% colspan="1" %)(% colspan="1" %) 969 -((( 970 - 971 971 ))) 972 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1148 +|(% colspan="4" %)(% colspan="3" %) 973 973 ((( 974 -//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. 975 -// 1150 +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. 976 976 977 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1152 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 978 978 ))) 979 979 |((( 980 980 UI extensions 981 981 )))|((( 982 982 1.50 Beta 1 983 -)))|((( 984 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 985 -)))|(% colspan="1" %)(% colspan="1" %) 986 -((( 987 - 1158 +)))|(% colspan="2" %)((( 1159 +**FFI: CancelConstruction() **changed its return value. 988 988 ))) 989 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1161 +|(% colspan="4" %)(% colspan="3" %) 990 990 ((( 991 - (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful.//1163 +CancelConstruction() now returns if the cancellation was successful. 992 992 ))) 993 -|(% colspan="4" %)(% colspan="4" %) 994 -((( 995 -== 1.32 == 996 -))) 1165 + 1166 +---- 1167 + 1168 +=== Version 1.32 === 1169 + 1170 +(% class="table-striped" %) 997 997 |((( 998 998 UI extensions 999 999 )))|((( 1000 1000 1.32 1001 -)))|((( 1175 +)))|(% colspan="2" %)((( 1002 1002 **Lua: GetComponentData() **removed the "nextdestname" property. 1003 -)))|(% colspan="1" %)(% colspan="1" %) 1004 -((( 1005 - 1006 1006 ))) 1007 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1178 +|(% colspan="4" %)(% colspan="3" %) 1008 1008 ((( 1009 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1180 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1010 1010 ))) 1011 -|(% colspan="4" %)(% colspan="4" %) 1012 -((( 1013 -== 1.20 == 1014 -))) 1182 + 1183 +---- 1184 + 1185 +=== Version 1.20 === 1186 + 1187 +(% class="table-striped" %) 1015 1015 |((( 1016 1016 UI extensions 1017 1017 )))|((( 1018 1018 1.20 1019 -)))|((( 1020 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 1021 -)))|(% colspan="1" %)(% colspan="1" %) 1022 -((( 1023 - 1192 +)))|(% colspan="2" %)((( 1193 +**FFI: GetAAOption()** got a new "useconfig" parameter. 1024 1024 ))) 1025 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1195 +|(% colspan="4" %)(% colspan="3" %) 1026 1026 ((( 1027 -//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.//1197 +//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.// 1028 1028 )))
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... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/102924598/Breaking Changes