Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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Page properties (1 modified, 0 added, 0 removed)
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... ... @@ -24,259 +24,13 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 -)))|=(% colspan="1" %)(% colspan="1" %) 28 -((( 29 - 30 30 ))) 31 -|(% colspan=" 4" %)(% colspan="4" %)28 +|(% colspan="3" %)(% colspan="3" %) 32 32 ((( 33 -== 4.00 == 34 -))) 35 -|(% colspan="1" %)(% colspan="1" %) 36 -((( 37 -UI core 38 -)))|(% colspan="1" %)(% colspan="1" %) 39 -((( 40 -4.00 Beta 10 41 -)))|(% colspan="1" %)(% colspan="1" %) 42 -((( 43 -Controlled ship can change without a **gameplanchange-event** occurring. 44 -)))|(% colspan="1" %)(% colspan="1" %) 45 -((( 46 - 47 -))) 48 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 49 -((( 50 -//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 -// 53 -)))|(% colspan="1" %)(% colspan="1" %) 54 -((( 55 - 56 -))) 57 -|((( 58 -Scripts 59 -)))|((( 60 -4.00 Beta 7 61 -)))|((( 62 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 63 -)))|((( 64 - 65 -))) 66 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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" %) 72 -((( 73 - 74 -))) 75 -|(% colspan="1" %)(% colspan="1" %) 76 -((( 77 -UI core 78 -)))|(% colspan="1" %)(% colspan="1" %) 79 -((( 80 -4.00 Beta 6 81 -)))|(% colspan="1" %)(% colspan="1" %) 82 -((( 83 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 84 -)))|(% colspan="1" %)(% colspan="1" %) 85 -((( 86 - 87 -))) 88 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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 -// 95 -)))|(% colspan="1" %)(% colspan="1" %) 96 -((( 97 - 98 -))) 99 -|(% colspan="1" %)(% colspan="1" %) 100 -((( 101 -UI core 102 -)))|(% colspan="1" %)(% colspan="1" %) 103 -((( 104 -4.00 Beta 5 105 -)))|(% colspan="1" %)(% colspan="1" %) 106 -((( 107 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 108 -)))|(% colspan="1" %)(% colspan="1" %) 109 -((( 110 - 111 -))) 112 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.// 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). 117 -)))|(% colspan="1" %)(% colspan="1" %) 118 -((( 119 - 120 -))) 121 -|((( 122 -Parameters 123 -)))|((( 124 -4.00 Beta 1 125 -)))|((( 126 -**requiresconstructionvessel** parameter moved 127 -)))|((( 128 - 129 -))) 130 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 131 -((( 132 -//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 133 -))) 134 -|((( 135 -Scripts 136 -)))|((( 137 -4.00 Beta 1 138 -)))|((( 139 -Changed behaviour of **gatedistance** script property 140 -)))|((( 141 - 142 -))) 143 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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 - 149 -))) 150 -|(% colspan="4" %)(% colspan="4" %) 151 -((( 152 -== 3.30 == 153 -))) 154 -|((( 155 -UI extensions 156 -)))|((( 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 - 163 -))) 164 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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()// 167 -))) 168 -|(% colspan="4" %)(% colspan="4" %) 169 -((( 170 -== 3.20 == 171 -))) 172 -|((( 173 -Scripts 174 -)))|((( 175 -3.20 Beta 1 176 -)))|((( 177 -Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 178 -)))|(% colspan="1" %)(% colspan="1" %) 179 -((( 180 - 181 -))) 182 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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// 187 -))) 188 -|(% colspan="1" %)(% colspan="1" %) 189 -((( 190 -Scripts 191 -)))|(% colspan="1" %)(% colspan="1" %) 192 -((( 193 -3.20 Beta 1 194 -)))|(% colspan="1" %)(% colspan="1" %) 195 -((( 196 -Removed script property $trade.**restriction.faction** 197 -)))|(% colspan="1" %)(% colspan="1" %) 198 -((( 199 - 200 -))) 201 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 202 -((( 203 -//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 204 -))) 205 -|((( 206 -UI extensions 207 -)))|((( 208 -3.20 Beta 1 209 -)))|((( 210 -**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 211 -)))|(% colspan="1" %)(% colspan="1" %) 212 -((( 213 - 214 -))) 215 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// 218 -))) 219 -|(% colspan="4" %)(% colspan="4" %) 220 -((( 221 -== 3.10 == 222 -))) 223 -|(% colspan="1" %)(% colspan="1" %) 224 -((( 225 -Scripts 226 -)))|(% colspan="1" %)(% colspan="1" %) 227 -((( 228 -3.10 Beta 1 229 -)))|(% colspan="1" %)(% colspan="1" %) 230 -((( 231 -Removed script action **<add_build/>** 232 -)))|(% colspan="1" %)(% colspan="1" %) 233 -((( 234 - 235 -))) 236 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// 239 -))) 240 -|(% colspan="4" %)(% colspan="4" %) 241 -((( 242 242 == 3.00 == 243 243 ))) 244 244 |(% colspan="1" %)(% colspan="1" %) 245 245 ((( 246 -Scripts 247 -)))|(% colspan="1" %)(% colspan="1" %) 248 -((( 249 -3.0 Beta 6 250 -)))|(% colspan="1" %)(% colspan="1" %) 251 -((( 252 -Changed behaviour of script action **<get_suitable_job/>** 253 -)))|(% colspan="1" %)(% colspan="1" %) 254 -((( 255 - 256 -))) 257 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// 260 -))) 261 -|(% colspan="1" %)(% colspan="1" %) 262 -((( 263 -Scripts 264 -)))|(% colspan="1" %)(% colspan="1" %) 265 -((( 266 -3.0 Beta 6 267 -)))|(% colspan="1" %)(% colspan="1" %) 268 -((( 269 -Changed behaviour of script action **<get_ware_definition/>** 270 -)))|(% colspan="1" %)(% colspan="1" %) 271 -((( 272 - 273 -))) 274 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// 277 -))) 278 -|(% colspan="1" %)(% colspan="1" %) 279 -((( 280 280 Global 281 281 )))|(% colspan="1" %)(% colspan="1" %) 282 282 ((( ... ... @@ -284,11 +284,8 @@ 284 284 )))|(% colspan="1" %)(% 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 292 292 ((( 293 293 //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.)\\ 294 294 ... ... @@ -303,11 +303,8 @@ 303 303 )))|(% colspan="1" %)(% 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)58 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 311 311 ((( 312 312 //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.// 313 313 ))) ... ... @@ -320,11 +320,8 @@ 320 320 )))|(% colspan="1" %)(% colspan="1" %) 321 321 ((( 322 322 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 323 -)))|(% colspan="1" %)(% colspan="1" %) 324 -((( 325 - 326 326 ))) 327 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)72 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 328 328 ((( 329 329 //Before the change, positions are relative to $dockingbay.parent. 330 330 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -338,11 +338,8 @@ 338 338 )))|(% colspan="1" %)(% colspan="1" %) 339 339 ((( 340 340 Support for entity flag "**skillsvisible**" dropped 341 -)))|(% colspan="1" %)(% colspan="1" %) 342 -((( 343 - 344 344 ))) 345 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)87 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 346 346 ((( 347 347 //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().// 348 348 ))) ... ... @@ -352,11 +352,8 @@ 352 352 3.0 Beta 2 353 353 )))|((( 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 360 360 ((( 361 361 //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. 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. ... ... @@ -372,11 +372,8 @@ 372 372 )))|(% colspan="1" %)(% colspan="1" %) 373 373 ((( 374 374 **MissionBoard** support dropped 375 -)))|(% colspan="1" %)(% colspan="1" %) 376 -((( 377 - 378 378 ))) 379 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)115 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 380 380 ((( 381 381 //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.// 382 382 ))) ... ... @@ -386,11 +386,8 @@ 386 386 3.0 Beta 1 387 387 )))|((( 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 394 394 ((( 395 395 //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.// 396 396 ))) ... ... @@ -403,11 +403,8 @@ 403 403 )))|(% colspan="1" %)(% 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)140 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 411 411 ((( 412 412 //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.// 413 413 ))) ... ... @@ -420,11 +420,8 @@ 420 420 )))|(% colspan="1" %)(% colspan="1" %) 421 421 ((( 422 422 Script action **<set_doors_locked/>** attribute **'group'** changed 423 -)))|(% colspan="1" %)(% colspan="1" %) 424 -((( 425 - 426 426 ))) 427 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)154 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 428 428 ((( 429 429 //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.// 430 430 ))) ... ... @@ -437,11 +437,8 @@ 437 437 )))|(% colspan="1" %)(% 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)168 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 445 445 ((( 446 446 //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.// 447 447 ))) ... ... @@ -454,11 +454,8 @@ 454 454 )))|(% colspan="1" %)(% 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)182 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 462 462 ((( 463 463 //These actions had no effect and were removed.// 464 464 ))) ... ... @@ -471,11 +471,8 @@ 471 471 )))|(% colspan="1" %)(% colspan="1" %) 472 472 ((( 473 473 **<setup_conversation_minigame/>** script action removed 474 -)))|(% colspan="1" %)(% colspan="1" %) 475 -((( 476 - 477 477 ))) 478 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)196 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 479 479 ((( 480 480 //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.// 481 481 ))) ... ... @@ -488,11 +488,8 @@ 488 488 )))|(% colspan="1" %)(% colspan="1" %) 489 489 ((( 490 490 <add_player_choice_*> **confidence** attribute removed 491 -)))|(% colspan="1" %)(% colspan="1" %) 492 -((( 493 - 494 494 ))) 495 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)210 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 496 496 ((( 497 497 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 498 498 ))) ... ... @@ -505,11 +505,8 @@ 505 505 )))|(% colspan="1" %)(% colspan="1" %) 506 506 ((( 507 507 **<hack_via_control_panel/>** script action removed 508 -)))|(% colspan="1" %)(% colspan="1" %) 509 -((( 510 - 511 511 ))) 512 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)224 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 513 513 ((( 514 514 //Unused script action <hack_via_control_panel/> was removed.// 515 515 ))) ... ... @@ -522,11 +522,8 @@ 522 522 )))|(% colspan="1" %)(% colspan="1" %) 523 523 ((( 524 524 **Lua: **GetMiniGameCursorPosition() removed 525 -)))|(% colspan="1" %)(% colspan="1" %) 526 -((( 527 - 528 528 ))) 529 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)238 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 530 530 ((( 531 531 //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.// 532 532 ))) ... ... @@ -536,11 +536,8 @@ 536 536 3.0 Beta 1 537 537 )))|((( 538 538 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 539 -)))|(% colspan="1" %)(% colspan="1" %) 540 -((( 541 - 542 542 ))) 543 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)249 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 544 544 ((( 545 545 //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.// 546 546 ))) ... ... @@ -553,11 +553,8 @@ 553 553 )))|(% colspan="1" %)(% 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)263 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 561 561 ((( 562 562 //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.// 563 563 ))) ... ... @@ -570,11 +570,8 @@ 570 570 )))|(% colspan="1" %)(% colspan="1" %) 571 571 ((( 572 572 **$ware.illegal** updated 573 -)))|(% colspan="1" %)(% colspan="1" %) 574 -((( 575 - 576 576 ))) 577 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)277 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 578 578 ((( 579 579 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 580 580 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -588,11 +588,8 @@ 588 588 )))|(% colspan="1" %)(% colspan="1" %) 589 589 ((( 590 590 MD script **RML_Flight_Along_Path** removed 591 -)))|(% colspan="1" %)(% colspan="1" %) 592 -((( 593 - 594 594 ))) 595 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)292 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 596 596 ((( 597 597 //The MD script RML_Flight_Along_Path was not referened and was removed.// 598 598 ))) ... ... @@ -605,11 +605,8 @@ 605 605 )))|(% colspan="1" %)(% colspan="1" %) 606 606 ((( 607 607 parameters of **<event_venture_mission_completed/>** changed 608 -)))|(% colspan="1" %)(% colspan="1" %) 609 -((( 610 - 611 611 ))) 612 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)306 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 613 613 ((( 614 614 //old params: param = venture details, param2 = ships involved, param3 = duration// 615 615 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -621,11 +621,8 @@ 621 621 )))|((( 622 622 **<set_object_wing_name/>** removed, 623 623 **<set_object_fleet_name/>** added 624 -)))|(% colspan="1" %)(% colspan="1" %) 625 -((( 626 - 627 627 ))) 628 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)319 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 629 629 ((( 630 630 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 631 631 ))) ... ... @@ -636,15 +636,12 @@ 636 636 )))|((( 637 637 **$controllable.wing.*** removed, 638 638 **$controllable.fleet.*** added 639 -)))|(% colspan="1" %)(% colspan="1" %) 640 -((( 641 - 642 642 ))) 643 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)331 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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" %)335 +|(% colspan="3" %)(% colspan="3" %) 648 648 ((( 649 649 == 2.60 == 650 650 ))) ... ... @@ -654,11 +654,8 @@ 654 654 2.60 Beta 1 655 655 )))|((( 656 656 '**checkoperational**' filter behaviour changed 657 -)))|(% colspan="1" %)(% colspan="1" %) 658 -((( 659 - 660 660 ))) 661 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)346 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 662 662 ((( 663 663 //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.// 664 664 ... ... @@ -670,15 +670,12 @@ 670 670 2.60 Beta 1 671 671 )))|((( 672 672 $container.**supplyresources** behavior changed 673 -)))|(% colspan="1" %)(% colspan="1" %) 674 -((( 675 - 676 676 ))) 677 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)359 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 678 678 ((( 679 679 //The script keyword $container.supplyresources now includes reserved wares.// 680 680 ))) 681 -|(% colspan=" 4" %)(% colspan="4" %)363 +|(% colspan="3" %)(% colspan="3" %) 682 682 ((( 683 683 == 2.20 == 684 684 ))) ... ... @@ -691,11 +691,8 @@ 691 691 )))|(% colspan="1" %)(% colspan="1" %) 692 692 ((( 693 693 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 694 -)))|(% colspan="1" %)(% colspan="1" %) 695 -((( 696 - 697 697 ))) 698 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)377 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 699 699 ((( 700 700 //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. 701 701 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.// ... ... @@ -712,15 +712,12 @@ 712 712 )))|(% colspan="1" %)(% 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)395 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 720 720 ((( 721 721 //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" %)399 +|(% colspan="3" %)(% colspan="3" %) 724 724 ((( 725 725 == 2.00 == 726 726 ))) ... ... @@ -733,11 +733,8 @@ 733 733 )))|(% colspan="1" %)(% 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)413 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 741 741 ((( 742 742 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 743 743 ))) ... ... @@ -750,11 +750,8 @@ 750 750 )))|(% colspan="1" %)(% colspan="1" %) 751 751 ((( 752 752 **param.boarding.{...}** strength parameters removed 753 -)))|(% colspan="1" %)(% colspan="1" %) 754 -((( 755 - 756 756 ))) 757 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)427 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 758 758 ((( 759 759 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 760 760 ))) ... ... @@ -767,11 +767,8 @@ 767 767 )))|(% colspan="1" %)(% 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)441 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 775 775 ((( 776 776 //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.// 777 777 ))) ... ... @@ -781,11 +781,8 @@ 781 781 2.00 Beta 1 782 782 )))|((( 783 783 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 784 -)))|(% colspan="1" %)(% colspan="1" %) 785 -((( 786 - 787 787 ))) 788 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)452 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 789 789 ((( 790 790 //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.// 791 791 ))) ... ... @@ -795,11 +795,8 @@ 795 795 2.00 Beta 1 796 796 )))|((( 797 797 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 798 -)))|(% colspan="1" %)(% colspan="1" %) 799 -((( 800 - 801 801 ))) 802 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)463 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 803 803 ((( 804 804 //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.// 805 805 //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.// ... ... @@ -810,11 +810,8 @@ 810 810 2.00 Beta 1 811 811 )))|((( 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)475 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 818 818 ((( 819 819 //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.// 820 820 ))) ... ... @@ -824,11 +824,8 @@ 824 824 2.00 Beta 1 825 825 )))|((( 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)486 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 832 832 ((( 833 833 //For prior behavior, check for event.param being non-null.// 834 834 ))) ... ... @@ -838,11 +838,8 @@ 838 838 2.00 Beta 1 839 839 )))|((( 840 840 **<shoot/>/<shoot_at/>** attribute changes. 841 -)))|(% colspan="1" %)(% colspan="1" %) 842 -((( 843 - 844 844 ))) 845 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)497 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 846 846 ((( 847 847 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 848 848 //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.// ... ... @@ -856,11 +856,8 @@ 856 856 2.00 Beta 1 857 857 )))|((( 858 858 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 859 -)))|(% colspan="1" %)(% colspan="1" %) 860 -((( 861 - 862 862 ))) 863 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)512 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 864 864 ((( 865 865 //Added possibility to query build tasks of a certain buildmodule.// 866 866 ))) ... ... @@ -870,11 +870,8 @@ 870 870 2.00 Beta 1 871 871 )))|((( 872 872 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 873 -)))|(% colspan="1" %)(% colspan="1" %) 874 -((( 875 - 876 876 ))) 877 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)523 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 878 878 ((( 879 879 //Added list of resources a buildmodule needs to build.// 880 880 ))) ... ... @@ -884,11 +884,8 @@ 884 884 2.00 Beta 1 885 885 )))|((( 886 886 (% 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 - 890 890 ))) 891 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)534 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 892 892 ((( 893 893 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 894 894 ))) ... ... @@ -898,15 +898,12 @@ 898 898 2.00 Beta 1 899 899 )))|((( 900 900 **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 - 904 904 ))) 905 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)545 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 906 906 ((( 907 907 //Changed return value type to const char* to better identify failure reasons in Lua script.// 908 908 ))) 909 -|(% colspan=" 4" %)(% colspan="4" %)549 +|(% colspan="3" %)(% colspan="3" %) 910 910 ((( 911 911 == 1.50 == 912 912 ))) ... ... @@ -916,11 +916,8 @@ 916 916 1.50 Beta 3 917 917 )))|((( 918 918 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 919 -)))|(% colspan="1" %)(% colspan="1" %) 920 -((( 921 - 922 922 ))) 923 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)560 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 924 924 ((( 925 925 //The "docksizes" property no longer includes internal ship storage docks.// 926 926 ))) ... ... @@ -930,11 +930,8 @@ 930 930 1.50 Beta 2 931 931 )))|((( 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 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)571 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 938 938 ((( 939 939 //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".// 940 940 ... ... @@ -948,11 +948,8 @@ 948 948 1.50 Beta 2 949 949 )))|((( 950 950 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 951 -)))|(% colspan="1" %)(% colspan="1" %) 952 -((( 953 - 954 954 ))) 955 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)586 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 956 956 ((( 957 957 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 958 958 ))) ... ... @@ -965,11 +965,8 @@ 965 965 )))|(% colspan="1" %)(% colspan="1" %) 966 966 ((( 967 967 **FFI: SetGuidance()** removed useinfopoint argument. 968 -)))|(% colspan="1" %)(% colspan="1" %) 969 -((( 970 - 971 971 ))) 972 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)600 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 973 973 ((( 974 974 //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. 975 975 // ... ... @@ -982,15 +982,12 @@ 982 982 1.50 Beta 1 983 983 )))|((( 984 984 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 985 -)))|(% colspan="1" %)(% colspan="1" %) 986 -((( 987 - 988 988 ))) 989 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)614 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 990 990 ((( 991 991 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 992 992 ))) 993 -|(% colspan=" 4" %)(% colspan="4" %)618 +|(% colspan="3" %)(% colspan="3" %) 994 994 ((( 995 995 == 1.32 == 996 996 ))) ... ... @@ -1000,15 +1000,12 @@ 1000 1000 1.32 1001 1001 )))|((( 1002 1002 **Lua: GetComponentData() **removed the "nextdestname" property. 1003 -)))|(% colspan="1" %)(% colspan="1" %) 1004 -((( 1005 - 1006 1006 ))) 1007 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)629 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1008 1008 ((( 1009 1009 //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" %)633 +|(% colspan="3" %)(% colspan="3" %) 1012 1012 ((( 1013 1013 == 1.20 == 1014 1014 ))) ... ... @@ -1018,11 +1018,8 @@ 1018 1018 1.20 1019 1019 )))|((( 1020 1020 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 1021 -)))|(% colspan="1" %)(% colspan="1" %) 1022 -((( 1023 - 1024 1024 ))) 1025 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)644 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1026 1026 ((( 1027 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.// 1028 1028 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 102924598/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89825104/Breaking Changes