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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Objects (1 modified, 0 added, 0 removed)
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... ... @@ -24,683 +24,39 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 -)))|=(% colspan="1" %)(% colspan="1" %) 28 -((( 29 - 30 30 ))) 31 -|(% colspan="4" %)(% colspan="4" %) 32 -((( 33 -== 4.10 == 34 -))) 35 -|((( 36 -Scripts 37 -)))|((( 38 -4.10 Beta 1 39 -)))|((( 40 -Removed script property $object.spawnsourceseed 41 -)))|((( 42 - 43 -))) 44 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 45 -((( 46 -The spawnsource seed is no longer directly accessable 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 return a result that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships. 47 -))) 48 -|(% colspan="4" %)(% colspan="4" %) 49 -((( 50 -== 4.00 == 51 -))) 52 52 |(% colspan="1" %)(% colspan="1" %) 53 53 ((( 54 -UI core 55 -)))|(% colspan="1" %)(% colspan="1" %) 56 -((( 57 -4.00 Beta 10 58 -)))|(% colspan="1" %)(% colspan="1" %) 59 -((( 60 -Controlled ship can change without a **gameplanchange-event** occurring. 61 -)))|(% colspan="1" %)(% colspan="1" %) 62 -((( 63 - 64 -))) 65 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 66 -((( 67 -//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). 68 -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. 69 -// 70 -)))|(% colspan="1" %)(% colspan="1" %) 71 -((( 72 - 73 -))) 74 -|((( 75 75 Scripts 76 -)))|((( 77 -4.00 Beta 7 78 -)))|((( 79 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 80 -)))|((( 81 - 82 -))) 83 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 84 -((( 85 -//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 86 -New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 87 -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// 88 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 89 -((( 90 - 91 -))) 92 -|(% colspan="1" %)(% colspan="1" %) 93 -((( 94 -UI core 95 95 )))|(% colspan="1" %)(% colspan="1" %) 96 96 ((( 97 - 4.00Beta633 +3.0 Beta 1 98 98 )))|(% colspan="1" %)(% colspan="1" %) 99 99 ((( 100 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 101 -)))|(% colspan="1" %)(% colspan="1" %) 102 -((( 103 - 36 +'checkoperational' filter behaviour changed 104 104 ))) 105 105 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 106 106 ((( 107 -//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. 108 -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).// 40 +//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.// 109 109 110 -//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 111 -// 112 -)))|(% colspan="1" %)(% colspan="1" %) 113 -((( 114 - 42 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 115 115 ))) 116 116 |(% colspan="1" %)(% colspan="1" %) 117 117 ((( 118 -UI core 119 -)))|(% colspan="1" %)(% colspan="1" %) 120 -((( 121 -4.00 Beta 5 122 -)))|(% colspan="1" %)(% colspan="1" %) 123 -((( 124 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 125 -)))|(% colspan="1" %)(% colspan="1" %) 126 -((( 127 - 128 -))) 129 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 130 -((( 131 -//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.// 132 - 133 -//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). 134 -)))|(% colspan="1" %)(% colspan="1" %) 135 -((( 136 - 137 -))) 138 -|((( 139 -Parameters 140 -)))|((( 141 -4.00 Beta 1 142 -)))|((( 143 -**requiresconstructionvessel** parameter moved 144 -)))|((( 145 - 146 -))) 147 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 148 -((( 149 -//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 150 -))) 151 -|((( 152 152 Scripts 153 -)))|((( 154 -4.00 Beta 1 155 -)))|((( 156 -Changed behaviour of **gatedistance** script property 157 -)))|((( 158 - 159 -))) 160 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 161 -((( 162 -//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 163 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 164 -((( 165 - 166 -))) 167 -|(% colspan="4" %)(% colspan="4" %) 168 -((( 169 -== 3.30 == 170 -))) 171 -|((( 172 -UI extensions 173 -)))|((( 174 -3.30 Beta 3 175 -)))|((( 176 -**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()** 177 177 )))|(% colspan="1" %)(% colspan="1" %) 178 178 ((( 179 - 180 -))) 181 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 182 -((( 183 -//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()// 184 -))) 185 -|(% colspan="4" %)(% colspan="4" %) 186 -((( 187 -== 3.20 == 188 -))) 189 -|((( 190 -Scripts 191 -)))|((( 192 -3.20 Beta 1 193 -)))|((( 194 -Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 195 -)))|(% colspan="1" %)(% colspan="1" %) 196 -((( 197 - 198 -))) 199 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 200 -((( 201 -//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 202 -//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 203 -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// 204 -))) 205 -|(% colspan="1" %)(% colspan="1" %) 206 -((( 207 -Scripts 208 -)))|(% colspan="1" %)(% colspan="1" %) 209 -((( 210 -3.20 Beta 1 211 -)))|(% colspan="1" %)(% colspan="1" %) 212 -((( 213 -Removed script property $trade.**restriction.faction** 214 -)))|(% colspan="1" %)(% colspan="1" %) 215 -((( 216 - 217 -))) 218 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 219 -((( 220 -//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 221 -))) 222 -|((( 223 -UI extensions 224 -)))|((( 225 -3.20 Beta 1 226 -)))|((( 227 -**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 228 -)))|(% colspan="1" %)(% colspan="1" %) 229 -((( 230 - 231 -))) 232 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 233 -((( 234 -//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.// 235 -))) 236 -|(% colspan="4" %)(% colspan="4" %) 237 -((( 238 -== 3.10 == 239 -))) 240 -|(% colspan="1" %)(% colspan="1" %) 241 -((( 242 -Scripts 243 -)))|(% colspan="1" %)(% colspan="1" %) 244 -((( 245 -3.10 Beta 1 246 -)))|(% colspan="1" %)(% colspan="1" %) 247 -((( 248 -Removed script action **<add_build/>** 249 -)))|(% colspan="1" %)(% colspan="1" %) 250 -((( 251 - 252 -))) 253 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 254 -((( 255 -//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.// 256 -))) 257 -|(% colspan="4" %)(% colspan="4" %) 258 -((( 259 -== 3.00 == 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_suitable_job/>** 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_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.// 277 -))) 278 -|(% colspan="1" %)(% colspan="1" %) 279 -((( 280 -Scripts 281 -)))|(% colspan="1" %)(% colspan="1" %) 282 -((( 283 -3.0 Beta 6 284 -)))|(% colspan="1" %)(% colspan="1" %) 285 -((( 286 -Changed behaviour of script action **<get_ware_definition/>** 287 -)))|(% colspan="1" %)(% colspan="1" %) 288 -((( 289 - 290 -))) 291 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 292 -((( 293 -//<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.// 294 -))) 295 -|(% colspan="1" %)(% colspan="1" %) 296 -((( 297 -Global 298 -)))|(% colspan="1" %)(% colspan="1" %) 299 -((( 300 -3.0 Beta 5 301 -)))|(% colspan="1" %)(% colspan="1" %) 302 -((( 303 -Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 304 -)))|(% colspan="1" %)(% colspan="1" %) 305 -((( 306 - 307 -))) 308 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 309 -((( 310 -//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.)\\ 311 - 312 -//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).// 313 -))) 314 -|(% colspan="1" %)(% colspan="1" %) 315 -((( 316 -Scripts 317 -)))|(% colspan="1" %)(% colspan="1" %) 318 -((( 319 -3.0 Beta 5 320 -)))|(% colspan="1" %)(% colspan="1" %) 321 -((( 322 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 323 -)))|(% colspan="1" %)(% colspan="1" %) 324 -((( 325 - 326 -))) 327 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 328 -((( 329 -//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.// 330 -))) 331 -|(% colspan="1" %)(% colspan="1" %) 332 -((( 333 -Scripts 334 -)))|(% colspan="1" %)(% colspan="1" %) 335 -((( 336 -3.0 Beta 5 337 -)))|(% colspan="1" %)(% colspan="1" %) 338 -((( 339 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 340 -)))|(% colspan="1" %)(% colspan="1" %) 341 -((( 342 - 343 -))) 344 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 345 -((( 346 -//Before the change, positions are relative to $dockingbay.parent. 347 -After the change, positions are relative to $dockingbay as specified in the documentation.// 348 -))) 349 -|(% colspan="1" %)(% colspan="1" %) 350 -((( 351 -Global 352 -)))|(% colspan="1" %)(% colspan="1" %) 353 -((( 354 -3.0 Beta 2 355 -)))|(% colspan="1" %)(% colspan="1" %) 356 -((( 357 -Support for entity flag "**skillsvisible**" dropped 358 -)))|(% colspan="1" %)(% colspan="1" %) 359 -((( 360 - 361 -))) 362 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 363 -((( 364 -//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().// 365 -))) 366 -|((( 367 -Scripts 368 -)))|((( 369 -3.0 Beta 2 370 -)))|((( 371 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 372 -)))|(% colspan="1" %)(% colspan="1" %) 373 -((( 374 - 375 -))) 376 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 377 -((( 378 -//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. 379 -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. 380 -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. 381 -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). 382 -))) 383 -|(% colspan="1" %)(% colspan="1" %) 384 -((( 385 -Global 386 -)))|(% colspan="1" %)(% colspan="1" %) 387 -((( 388 388 3.0 Beta 1 389 389 )))|(% colspan="1" %)(% colspan="1" %) 390 390 ((( 391 -**MissionBoard** support dropped 392 -)))|(% colspan="1" %)(% colspan="1" %) 393 -((( 394 - 395 -))) 396 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 397 -((( 398 -//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.// 399 -))) 400 -|((( 401 -Job/God 402 -)))|((( 403 -3.0 Beta 1 404 -)))|((( 405 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 406 -)))|(% colspan="1" %)(% colspan="1" %) 407 -((( 408 - 409 -))) 410 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 411 -((( 412 -//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.// 413 -))) 414 -|(% colspan="1" %)(% colspan="1" %) 415 -((( 416 -Scripts 417 -)))|(% colspan="1" %)(% colspan="1" %) 418 -((( 419 -3.0 Beta 1 420 -)))|(% colspan="1" %)(% colspan="1" %) 421 -((( 422 -Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 423 -)))|(% colspan="1" %)(% colspan="1" %) 424 -((( 425 - 426 -))) 427 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 428 -((( 429 -//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.// 430 -))) 431 -|(% colspan="1" %)(% colspan="1" %) 432 -((( 433 -Scripts 434 -)))|(% colspan="1" %)(% colspan="1" %) 435 -((( 436 -3.0 Beta 1 437 -)))|(% colspan="1" %)(% colspan="1" %) 438 -((( 439 -Script action **<set_doors_locked/>** attribute **'group'** changed 440 -)))|(% colspan="1" %)(% colspan="1" %) 441 -((( 442 - 443 -))) 444 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 445 -((( 446 -//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.// 447 -))) 448 -|(% colspan="1" %)(% colspan="1" %) 449 -((( 450 -Scripts 451 -)))|(% colspan="1" %)(% colspan="1" %) 452 -((( 453 -3.0 Beta 1 454 -)))|(% colspan="1" %)(% colspan="1" %) 455 -((( 456 -Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 457 -)))|(% colspan="1" %)(% colspan="1" %) 458 -((( 459 - 460 -))) 461 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 462 -((( 463 -//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.// 464 -))) 465 -|(% colspan="1" %)(% colspan="1" %) 466 -((( 467 -Scripts 468 -)))|(% colspan="1" %)(% colspan="1" %) 469 -((( 470 -3.0 Beta 1 471 -)))|(% colspan="1" %)(% colspan="1" %) 472 -((( 473 -Script actions **<set_hack_target/>** and **<abort_hack/>** removed 474 -)))|(% colspan="1" %)(% colspan="1" %) 475 -((( 476 - 477 -))) 478 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 479 -((( 480 -//These actions had no effect and were removed.// 481 -))) 482 -|(% colspan="1" %)(% colspan="1" %) 483 -((( 484 -Scripts 485 -)))|(% colspan="1" %)(% colspan="1" %) 486 -((( 487 -3.0 Beta 1 488 -)))|(% colspan="1" %)(% colspan="1" %) 489 -((( 490 -**<setup_conversation_minigame/>** script action removed 491 -)))|(% colspan="1" %)(% colspan="1" %) 492 -((( 493 - 494 -))) 495 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 496 -((( 497 -//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.// 498 -))) 499 -|(% colspan="1" %)(% colspan="1" %) 500 -((( 501 -Scripts 502 -)))|(% colspan="1" %)(% colspan="1" %) 503 -((( 504 -3.0 Beta 1 505 -)))|(% colspan="1" %)(% colspan="1" %) 506 -((( 507 -<add_player_choice_*> **confidence** attribute removed 508 -)))|(% colspan="1" %)(% colspan="1" %) 509 -((( 510 - 511 -))) 512 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 513 -((( 514 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 515 -))) 516 -|(% colspan="1" %)(% colspan="1" %) 517 -((( 518 -Scripts 519 -)))|(% colspan="1" %)(% colspan="1" %) 520 -((( 521 -3.0 Beta 1 522 -)))|(% colspan="1" %)(% colspan="1" %) 523 -((( 524 -**<hack_via_control_panel/>** script action removed 525 -)))|(% colspan="1" %)(% colspan="1" %) 526 -((( 527 - 528 -))) 529 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 530 -((( 531 -//Unused script action <hack_via_control_panel/> was removed.// 532 -))) 533 -|(% colspan="1" %)(% colspan="1" %) 534 -((( 535 -UI core 536 -)))|(% colspan="1" %)(% colspan="1" %) 537 -((( 538 -3.0 Beta 1 539 -)))|(% colspan="1" %)(% colspan="1" %) 540 -((( 541 -**Lua: **GetMiniGameCursorPosition() removed 542 -)))|(% colspan="1" %)(% colspan="1" %) 543 -((( 544 - 545 -))) 546 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 547 -((( 548 -//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.// 549 -))) 550 -|((( 551 -UI core 552 -)))|((( 553 -3.0 Beta 1 554 -)))|((( 555 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 556 -)))|(% colspan="1" %)(% colspan="1" %) 557 -((( 558 - 559 -))) 560 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 561 -((( 562 -//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.// 563 -))) 564 -|(% colspan="1" %)(% colspan="1" %) 565 -((( 566 -UI extensions 567 -)))|(% colspan="1" %)(% colspan="1" %) 568 -((( 569 -3.0 Beta 1 570 -)))|(% colspan="1" %)(% colspan="1" %) 571 -((( 572 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 573 -)))|(% colspan="1" %)(% colspan="1" %) 574 -((( 575 - 576 -))) 577 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 578 -((( 579 -//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.// 580 -))) 581 -|(% colspan="1" %)(% colspan="1" %) 582 -((( 583 -Scripts 584 -)))|(% colspan="1" %)(% colspan="1" %) 585 -((( 586 -3.0 Beta 1 587 -)))|(% colspan="1" %)(% colspan="1" %) 588 -((( 589 -**$ware.illegal** updated 590 -)))|(% colspan="1" %)(% colspan="1" %) 591 -((( 592 - 593 -))) 594 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 595 -((( 596 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 597 -//It now returns true if $ware is illegal to any faction in the game.// 598 -))) 599 -|(% colspan="1" %)(% colspan="1" %) 600 -((( 601 -Scripts 602 -)))|(% colspan="1" %)(% colspan="1" %) 603 -((( 604 -3.0 Beta 1 605 -)))|(% colspan="1" %)(% colspan="1" %) 606 -((( 607 607 MD script **RML_Flight_Along_Path** removed 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" %)54 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 613 613 ((( 614 614 //The MD script RML_Flight_Along_Path was not referened and was removed.// 615 615 ))) 616 616 |(% colspan="1" %)(% colspan="1" %) 617 617 ((( 618 -Scripts 619 -)))|(% colspan="1" %)(% colspan="1" %) 620 -((( 621 -3.0 Beta 1 622 -)))|(% colspan="1" %)(% colspan="1" %) 623 -((( 624 -parameters of **<event_venture_mission_completed/>** changed 625 -)))|(% colspan="1" %)(% colspan="1" %) 626 -((( 627 - 628 -))) 629 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 630 -((( 631 -//old params: param = venture details, param2 = ships involved, param3 = duration// 632 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 633 -))) 634 -|((( 635 -Scripts 636 -)))|((( 637 -3.0 Beta 1 638 -)))|((( 639 -**<set_object_wing_name/>** removed, 640 -**<set_object_fleet_name/>** added 641 -)))|(% colspan="1" %)(% colspan="1" %) 642 -((( 643 - 644 -))) 645 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 646 -((( 647 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 648 -))) 649 -|((( 650 -Scripts 651 -)))|((( 652 -3.0 Beta 1 653 -)))|((( 654 -**$controllable.wing.*** removed, 655 -**$controllable.fleet.*** added 656 -)))|(% colspan="1" %)(% colspan="1" %) 657 -((( 658 - 659 -))) 660 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 661 -((( 662 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 663 -))) 664 -|(% colspan="4" %)(% colspan="4" %) 665 -((( 666 -== 2.60 == 667 -))) 668 -|((( 669 -Scripts 670 -)))|((( 671 -2.60 Beta 1 672 -)))|((( 673 -'**checkoperational**' filter behaviour changed 674 -)))|(% colspan="1" %)(% colspan="1" %) 675 -((( 676 - 677 -))) 678 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 679 -((( 680 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 681 - 682 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 683 -))) 684 -|((( 685 -Scripts 686 -)))|((( 687 -2.60 Beta 1 688 -)))|((( 689 -$container.**supplyresources** behavior changed 690 -)))|(% colspan="1" %)(% colspan="1" %) 691 -((( 692 - 693 -))) 694 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 695 -((( 696 -//The script keyword $container.supplyresources now includes reserved wares.// 697 -))) 698 -|(% colspan="4" %)(% colspan="4" %) 699 -((( 700 -== 2.20 == 701 -))) 702 -|(% colspan="1" %)(% colspan="1" %) 703 -((( 704 704 UI core 705 705 )))|(% colspan="1" %)(% colspan="1" %) 706 706 ((( ... ... @@ -708,11 +708,8 @@ 708 708 )))|(% colspan="1" %)(% colspan="1" %) 709 709 ((( 710 710 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 711 -)))|(% colspan="1" %)(% colspan="1" %) 712 -((( 713 - 714 714 ))) 715 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)68 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 716 716 ((( 717 717 //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. 718 718 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.// ... ... @@ -729,18 +729,11 @@ 729 729 )))|(% colspan="1" %)(% colspan="1" %) 730 730 ((( 731 731 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 732 -)))|(% colspan="1" %)(% colspan="1" %) 733 -((( 734 - 735 735 ))) 736 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)86 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 737 737 ((( 738 738 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 739 739 ))) 740 -|(% colspan="4" %)(% colspan="4" %) 741 -((( 742 -== 2.00 == 743 -))) 744 744 |(% colspan="1" %)(% colspan="1" %) 745 745 ((( 746 746 Scripts ... ... @@ -750,11 +750,8 @@ 750 750 )))|(% colspan="1" %)(% colspan="1" %) 751 751 ((( 752 752 **<event_build_finished/> **param2 now returns null instead of a construction sequence 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" %)100 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 758 758 ((( 759 759 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 760 760 ))) ... ... @@ -767,11 +767,8 @@ 767 767 )))|(% colspan="1" %)(% colspan="1" %) 768 768 ((( 769 769 **param.boarding.{...}** strength parameters 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" %)114 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 775 775 ((( 776 776 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 777 777 ))) ... ... @@ -784,11 +784,8 @@ 784 784 )))|(% colspan="1" %)(% colspan="1" %) 785 785 ((( 786 786 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 787 -)))|(% colspan="1" %)(% colspan="1" %) 788 -((( 789 - 790 790 ))) 791 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)128 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 792 792 ((( 793 793 //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.// 794 794 ))) ... ... @@ -798,11 +798,8 @@ 798 798 2.00 Beta 1 799 799 )))|((( 800 800 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 801 -)))|(% colspan="1" %)(% colspan="1" %) 802 -((( 803 - 804 804 ))) 805 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)139 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 806 806 ((( 807 807 //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.// 808 808 ))) ... ... @@ -812,11 +812,8 @@ 812 812 2.00 Beta 1 813 813 )))|((( 814 814 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 815 -)))|(% colspan="1" %)(% colspan="1" %) 816 -((( 817 - 818 818 ))) 819 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)150 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 820 820 ((( 821 821 //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.// 822 822 //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.// ... ... @@ -827,11 +827,8 @@ 827 827 2.00 Beta 1 828 828 )))|((( 829 829 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 830 -)))|(% colspan="1" %)(% colspan="1" %) 831 -((( 832 - 833 833 ))) 834 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)162 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 835 835 ((( 836 836 //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.// 837 837 ))) ... ... @@ -841,11 +841,8 @@ 841 841 2.00 Beta 1 842 842 )))|((( 843 843 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 844 -)))|(% colspan="1" %)(% colspan="1" %) 845 -((( 846 - 847 847 ))) 848 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)173 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 849 849 ((( 850 850 //For prior behavior, check for event.param being non-null.// 851 851 ))) ... ... @@ -855,11 +855,8 @@ 855 855 2.00 Beta 1 856 856 )))|((( 857 857 **<shoot/>/<shoot_at/>** attribute changes. 858 -)))|(% colspan="1" %)(% colspan="1" %) 859 -((( 860 - 861 861 ))) 862 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)184 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 863 863 ((( 864 864 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 865 865 //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.// ... ... @@ -873,11 +873,8 @@ 873 873 2.00 Beta 1 874 874 )))|((( 875 875 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 876 -)))|(% colspan="1" %)(% colspan="1" %) 877 -((( 878 - 879 879 ))) 880 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)199 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 881 881 ((( 882 882 //Added possibility to query build tasks of a certain buildmodule.// 883 883 ))) ... ... @@ -887,11 +887,8 @@ 887 887 2.00 Beta 1 888 888 )))|((( 889 889 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 890 -)))|(% colspan="1" %)(% colspan="1" %) 891 -((( 892 - 893 893 ))) 894 -|(% 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" %) 895 895 ((( 896 896 //Added list of resources a buildmodule needs to build.// 897 897 ))) ... ... @@ -901,11 +901,8 @@ 901 901 2.00 Beta 1 902 902 )))|((( 903 903 (% 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);" %) 904 -)))|(% colspan="1" %)(% colspan="1" %) 905 -((( 906 - 907 907 ))) 908 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)221 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 909 909 ((( 910 910 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 911 911 ))) ... ... @@ -915,18 +915,11 @@ 915 915 2.00 Beta 1 916 916 )))|((( 917 917 **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" %) 918 -)))|(% colspan="1" %)(% colspan="1" %) 919 -((( 920 - 921 921 ))) 922 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)232 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 923 923 ((( 924 924 //Changed return value type to const char* to better identify failure reasons in Lua script.// 925 925 ))) 926 -|(% colspan="4" %)(% colspan="4" %) 927 -((( 928 -== 1.50 == 929 -))) 930 930 |((( 931 931 UI extensions 932 932 )))|((( ... ... @@ -933,11 +933,8 @@ 933 933 1.50 Beta 3 934 934 )))|((( 935 935 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 936 -)))|(% colspan="1" %)(% colspan="1" %) 937 -((( 938 - 939 939 ))) 940 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)243 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 941 941 ((( 942 942 //The "docksizes" property no longer includes internal ship storage docks.// 943 943 ))) ... ... @@ -947,11 +947,8 @@ 947 947 1.50 Beta 2 948 948 )))|((( 949 949 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 950 -)))|(% colspan="1" %)(% colspan="1" %) 951 -((( 952 - 953 953 ))) 954 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)254 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 955 955 ((( 956 956 //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".// 957 957 ... ... @@ -965,11 +965,8 @@ 965 965 1.50 Beta 2 966 966 )))|((( 967 967 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 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" %)269 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 973 973 ((( 974 974 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 975 975 ))) ... ... @@ -982,11 +982,8 @@ 982 982 )))|(% colspan="1" %)(% colspan="1" %) 983 983 ((( 984 984 **FFI: SetGuidance()** removed useinfopoint argument. 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" %)283 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 990 990 ((( 991 991 //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. 992 992 // ... ... @@ -999,18 +999,11 @@ 999 999 1.50 Beta 1 1000 1000 )))|((( 1001 1001 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 1002 -)))|(% colspan="1" %)(% colspan="1" %) 1003 -((( 1004 - 1005 1005 ))) 1006 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)297 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1007 1007 ((( 1008 1008 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 1009 1009 ))) 1010 -|(% colspan="4" %)(% colspan="4" %) 1011 -((( 1012 -== 1.32 == 1013 -))) 1014 1014 |((( 1015 1015 UI extensions 1016 1016 )))|((( ... ... @@ -1017,18 +1017,11 @@ 1017 1017 1.32 1018 1018 )))|((( 1019 1019 **Lua: GetComponentData() **removed the "nextdestname" property. 1020 -)))|(% colspan="1" %)(% colspan="1" %) 1021 -((( 1022 - 1023 1023 ))) 1024 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)308 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1025 1025 ((( 1026 1026 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1027 1027 ))) 1028 -|(% colspan="4" %)(% colspan="4" %) 1029 -((( 1030 -== 1.20 == 1031 -))) 1032 1032 |((( 1033 1033 UI extensions 1034 1034 )))|((( ... ... @@ -1035,11 +1035,8 @@ 1035 1035 1.20 1036 1036 )))|((( 1037 1037 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 1038 -)))|(% colspan="1" %)(% colspan="1" %) 1039 -((( 1040 - 1041 1041 ))) 1042 -|(% 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" %) 1043 1043 ((( 1044 1044 //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.// 1045 1045 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 102924739/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83066959/Breaking Changes