Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 85.1
edited by klaus
on 2021/04/30 12:58
on 2021/04/30 12:58
Change comment:
There is no comment for this version
To version 150.1
edited by Matthias Haan
on 2026/03/04 13:55
on 2026/03/04 13:55
Change comment:
There is no comment for this version
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... ... @@ -1,0 +1,1 @@ 1 +X4 Foundations Wiki.Modding Support.WebHome - Author
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. klaus1 +xwiki:XWiki.Matthias - Content
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... ... @@ -4,13 +4,13 @@ 4 4 The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4. 5 5 Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue. 6 6 7 -{{no te}}8 -The list of breaking changes does **NOT**cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.7 +{{info}} 8 +⚠ The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself. 9 9 10 10 Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day. 11 11 12 12 As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change). 13 -{{/no te}}13 +{{/info}} 14 14 15 15 {{warning title="UI modding considered unstable until further notice..."}} 16 16 Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. ... ... @@ -18,96 +18,419 @@ 18 18 19 19 = Breaking Changes = 20 20 21 -|=((( 22 -Type 23 -)))|=((( 24 -Version 25 -)))|=((( 26 -Summary 27 -)))|=(% colspan="1" %)(% colspan="1" %) 21 +{{toc scope="LOCAL" start="3"/}} 22 + 23 +=== Version 9.00 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**All collision shapes need to be re-converted** 27 +|(% colspan="6" style="width:117px" %)((( 28 +Due to an update of the Jolt physics engine all .jcs files have become incompatible and need to be re-created using the latest XUConverter.exe. 29 + 30 +**IMPORTANT**: The newly created .jcs files will be incompatible with earlier versions of the game. 31 +))) 32 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Replaced **standard** tag on small and medium ships with **advanced** tag. 33 +|(% colspan="6" style="width:117px" %)The advanced tag encodes the new weapon and turret sizes for small and medium ships. 34 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Resized small and medium surface elements and integrated engines and shields into the ships. 35 +|(% colspan="6" style="width:117px" %)The assets are now aligned with the setup started with the Boron DLC. There are no visual modular meshes for shields and engines on the exterior on the ship any more. Turrets are now visually integrated into the ships hull. 36 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>** 37 +|(% colspan="6" style="width:117px" %)Removed for performance reasons 38 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Added **overheatcooldelay** property to **<heat>** of weapons, changed functionality of **cooldelay** 39 +|(% colspan="6" style="width:117px" %)**cooldelay** now optionally defines a delay between firing a non-overheating shot and the cooldown starting, **overheatcooldelay** is an additional penalty delay when the weapon overheats. 40 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed script action **<get_highest_resource_yield>** 41 +|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**. 42 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<find_asteroid_in_cluster>** and **<find_recyclable_in_cluster>** 43 +|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead. 44 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>** 45 +|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node. 46 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<resources>** or **<scaneffect> **nodes 47 +|(% colspan="6" style="width:117px" %)Instead of defining resources in regions, they're now defined via resource areas in sectors (see **mapdefaults.xml** and **resourceyields.xml**). Regions can still have some control by defining **<allowedyields>**. 48 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**regionyields.xml** has a completely different structure 49 +|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**). 50 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds** 51 +|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00. 52 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>** 53 +|(% colspan="6" style="width:117px" %)((( 54 +The flags attribute is no longer available in the MD action <add_blueprints> 55 +))) 56 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events 57 +|(% colspan="6" style="width:117px" %)Script events <event_build_started> and <event_player_build_started> no longer receive the construction sequence via param2. param2 will now yield null. Query the sequence via the param3 buildtask instead. 58 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro 59 +|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties 60 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**constructionplan **attribute now required for **<add_build_to_expand_station>** 61 +|(% colspan="6" style="width:117px" %)The constructionplan attribute for the <add_build_to_expand_station> action is no longer optional. Past behaviour when omitted was for the station to recycle down to nothing. Use new script action <add_build_to_recycle_station> instead. 62 + 63 +=== Version 8.00 === 64 + 65 +(% class="table-striped" %) 66 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>** 67 +|(% colspan="6" style="width:117px" %)((( 68 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 69 +))) 70 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran** 71 +|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account. 72 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui** 73 +|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml). 74 +|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced** 75 +|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment. 76 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed 77 +|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list. 78 + 79 +=== Version 7.50 === 80 + 81 +(% class="table-striped" %) 82 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 83 +|(% colspan="4" style="width:117px" %)((( 84 +The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 85 +))) 86 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 87 +|(% colspan="7" style="width:117px" %)((( 88 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 89 +))) 90 + 91 +=== Version 7.00 === 92 + 93 + 94 +(% class="table-striped" %) 95 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 96 +|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment. 97 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 98 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 99 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 100 +|(% colspan="4" style="width:117px" %)((( 101 +The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min. 102 +))) 103 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 104 +|(% colspan="4" style="width:117px" %)((( 105 +The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.** 106 +))) 107 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures. 108 +|(% colspan="4" style="width:117px" %)((( 109 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 110 +))) 111 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 28 28 ((( 29 - 113 +Scripts 114 +)))|(% colspan="1" style="width:119px" %)((( 115 +7.00 Beta 1 116 +)))|(% colspan="2" style="width:1625px" %)((( 117 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 30 30 ))) 31 -|(% colspan="4" %)(% colspan=" 4" %)119 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 32 32 ((( 33 - ==4.10==121 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 34 34 ))) 123 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 124 +((( 125 +UI extensions 126 +)))|(% colspan="1" style="width:119px" %)((( 127 +7.00 Beta 1 128 +)))|(% colspan="2" style="width:1625px" %)((( 129 +**FFI**: RemoveBuildPlot() changed 130 +))) 131 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 132 +((( 133 + The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked. 134 +))) 135 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 136 +((( 137 +Assets 138 +)))|(% colspan="1" style="width:119px" %)((( 139 +7.00 Beta 1 140 +)))|(% colspan="2" style="width:1625px" %)((( 141 +**Some Split DLC materials moved to base game** 142 +))) 143 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 144 +((( 145 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 146 +))) 147 + 148 +=== Version 6.00 === 149 + 150 +(% class="table-striped" %) 151 +|((( 152 +Libraries 153 +)))|((( 154 +6.00 Beta 7 155 +)))|(% colspan="2" %)((( 156 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 157 +))) 158 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 159 +((( 160 +Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity. 161 + 162 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 163 +))) 35 35 |(% colspan="1" %)(% colspan="1" %) 36 36 ((( 37 37 Scripts 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 -4.10 Beta 1 169 +6.00 Beta 4 170 +)))|(% colspan="2" %)(% colspan="1" %) 171 +((( 172 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 173 +))) 174 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 175 +((( 176 +The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. 177 + 178 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 179 +))) 180 +|(% colspan="1" %)(% colspan="1" %) 181 +((( 182 +Scripts 41 41 )))|(% colspan="1" %)(% colspan="1" %) 42 42 ((( 43 -**$destructible.productions** replaced with $defensible.productions 185 +6.00 Beta 3 186 +)))|(% colspan="2" %)(% colspan="1" %) 187 +((( 188 +Changed result of **<find_object_surface>** action in the case of a failure 189 +))) 190 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 191 +((( 192 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 193 + 194 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 195 + 196 +The action itself has been improved to increase the chance of finding suitable surface positions. 197 +))) 198 +|(% colspan="1" %)(% colspan="1" %) 199 +((( 200 +Scripts 44 44 )))|(% colspan="1" %)(% colspan="1" %) 45 45 ((( 46 - 203 +6.00 Beta 1 204 +)))|(% colspan="2" %)(% colspan="1" %) 205 +((( 206 +Behaviour change for **<match_dock>** script component filter 47 47 ))) 48 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)208 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 49 49 ((( 50 -//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 210 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 211 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class. 212 +))) 213 +|(% colspan="1" %)(% colspan="1" %) 214 +((( 215 +Scripts 51 51 )))|(% colspan="1" %)(% colspan="1" %) 52 52 ((( 53 - 218 +6.00 Beta 1 219 +)))|(% colspan="2" %)(% colspan="1" %) 220 +((( 221 +Changed result attribute location for **<get_attackstrength>** 54 54 ))) 223 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 224 +((( 225 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 226 +))) 55 55 |((( 228 +Assets 229 +)))|((( 230 +6.00 Beta 1 231 +)))|(% colspan="2" %)((( 232 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 233 +))) 234 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 235 +((( 236 +Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 237 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons. 238 +))) 239 +|(% colspan="1" %)(% colspan="1" %) 240 +((( 56 56 Scripts 242 +)))|(% colspan="1" %)(% colspan="1" %) 243 +((( 244 +6.00 Beta 1 245 +)))|(% colspan="2" %)(% colspan="1" %) 246 +((( 247 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 248 +))) 249 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 250 +((( 251 +When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result. 252 +))) 253 +|((( 254 +Scripts 57 57 )))|((( 58 -4.10 Beta 1 256 +6.00 Beta 1 257 +)))|(% colspan="2" %)((( 258 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 259 +))) 260 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 261 +((( 262 +The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object. 263 +))) 264 +|((( 265 +Cutscenes 59 59 )))|((( 60 -Removed script property **$object.spawnsourceseed** 267 +6.00 Beta 1 268 +)))|(% colspan="2" %)((( 269 +Changed behaviour of **<angles>** in cutscenes 270 +))) 271 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 272 +((( 273 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 274 +))) 275 + 276 +---- 277 + 278 +=== Version 5.00 === 279 + 280 +(% class="table-striped" %) 281 +|((( 282 +Parameters 61 61 )))|((( 62 - 284 +5.00 Beta 1 285 +)))|(% colspan="2" %)((( 286 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 63 63 ))) 64 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)288 +|(% colspan="7" %)(% colspan="3" %) 65 65 ((( 66 - //The spawnsource seedisno longerdirectlyaccessible by scripts. Use $component.seed,which will internally usethe spawnsourceseed if able. Note: Animprovement is that.seedonobjectswithoutaspawnsource seedwill now resultin a valuethat differsbetweenobjectsofthesame macro,meaningitcannowreliablybe usedforplayer propertyor job ships.//290 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 67 67 ))) 68 -|(% colspan="4" %)(% colspan="4" %) 292 + 293 +---- 294 + 295 +=== Version 4.10 === 296 + 297 +(% class="table-striped" %) 298 +|(% colspan="1" %)(% colspan="1" %) 69 69 ((( 70 -== 4.00 == 300 +UI extensions 301 +)))|(% colspan="1" %)(% colspan="1" %) 302 +((( 303 +4.10 Beta 7 304 +)))|(% colspan="2" %)(% colspan="1" %) 305 +((( 306 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 71 71 ))) 308 +|(% colspan="4" %)(% colspan="3" %) 309 +((( 310 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 311 +))) 72 72 |(% colspan="1" %)(% colspan="1" %) 73 73 ((( 74 -UI core314 +UI extensions 75 75 )))|(% colspan="1" %)(% colspan="1" %) 76 76 ((( 77 -4.00 Beta 10 317 +4.10 Beta 6 318 +)))|(% colspan="2" %)(% colspan="1" %) 319 +((( 320 +**FFI**: CustomGameStartPlayerProperty2 changed 321 +))) 322 +|(% colspan="4" %)(% colspan="3" %) 323 +((( 324 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 325 +))) 326 +|(% colspan="1" %)(% colspan="1" %) 327 +((( 328 +Parameters 78 78 )))|(% colspan="1" %)(% colspan="1" %) 79 79 ((( 80 -Controlled ship can change without a **gameplanchange-event** occurring. 331 +4.10 Beta 3 332 +)))|(% colspan="2" %)(% colspan="1" %) 333 +((( 334 +Renamed **<stationinfobox>** to **<infobox>** 335 +))) 336 +|(% colspan="4" %)(% colspan="3" %) 337 +((( 338 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 339 +))) 340 +|(% colspan="1" %)(% colspan="1" %) 341 +((( 342 +UI extensions 81 81 )))|(% colspan="1" %)(% colspan="1" %) 82 82 ((( 83 - 345 +4.10 Beta 2 346 +)))|(% colspan="2" %)(% colspan="1" %) 347 +((( 348 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 84 84 ))) 85 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)350 +|(% colspan="4" %)(% colspan="3" %) 86 86 ((( 87 -//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). 88 -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. 89 -// 352 +The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly. 353 +))) 354 +|((( 355 +UI extensions 356 +)))|((( 357 +4.10 Beta 2 358 +)))|(% colspan="2" %)((( 359 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 360 +))) 361 +|(% colspan="4" %)(% colspan="3" %) 362 +((( 363 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 364 +))) 365 +|((( 366 +Scripts 367 +)))|((( 368 +4.10 Beta 1 369 +)))|(% colspan="2" %)((( 370 +People related attributes of mission** <delivery> **node moved 371 +))) 372 +|(% colspan="4" %)(% colspan="3" %) 373 +((( 374 +The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode. 375 +))) 376 +|(% colspan="1" %)(% colspan="1" %) 377 +((( 378 +Scripts 90 90 )))|(% colspan="1" %)(% colspan="1" %) 91 91 ((( 92 - 381 +4.10 Beta 1 382 +)))|(% colspan="2" %)(% colspan="1" %) 383 +((( 384 +**$destructible.productions** replaced with $defensible.productions 93 93 ))) 386 +|(% colspan="4" %)(% colspan="3" %) 387 +((( 388 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 389 +))) 94 94 |((( 95 95 Scripts 96 96 )))|((( 97 -4.00 Beta 7 393 +4.10 Beta 1 394 +)))|(% colspan="2" %)((( 395 +Removed script property **$object.spawnsourceseed** 396 +))) 397 +|(% colspan="4" %)(% colspan="3" %) 398 +((( 399 +The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships. 400 +))) 401 + 402 +---- 403 + 404 +=== Version 4.00 === 405 + 406 +(% class="table-striped" %) 407 +|(% colspan="1" %)(% colspan="1" %) 408 +((( 409 +UI core 410 +)))|(% colspan="1" %)(% colspan="1" %) 411 +((( 412 +4.00 Beta 10 413 +)))|(% colspan="2" %)(% colspan="1" %) 414 +((( 415 +Controlled ship can change without a **gameplanchange-event** occurring. 416 +))) 417 +|(% colspan="4" %)(% colspan="3" %) 418 +((( 419 +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). 420 +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. 421 +))) 422 +|((( 423 +Scripts 98 98 )))|((( 425 +4.00 Beta 7 426 +)))|(% colspan="2" %)((( 99 99 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 100 -)))|((( 101 - 102 102 ))) 103 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)429 +|(% colspan="4" %)(% colspan="3" %) 104 104 ((( 105 - //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?431 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 106 106 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 107 -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// 108 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 109 -((( 110 - 433 +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 111 111 ))) 112 112 |(% colspan="1" %)(% colspan="1" %) 113 113 ((( ... ... @@ -115,23 +115,16 @@ 115 115 )))|(% colspan="1" %)(% colspan="1" %) 116 116 ((( 117 117 4.00 Beta 6 118 -)))|(% colspan=" 1" %)(% colspan="1" %)441 +)))|(% colspan="2" %)(% colspan="1" %) 119 119 ((( 120 120 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 121 -)))|(% colspan="1" %)(% colspan="1" %) 122 -((( 123 - 124 124 ))) 125 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)445 +|(% colspan="4" %)(% colspan="3" %) 126 126 ((( 127 - //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.128 -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). //447 +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. 448 +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). 129 129 130 -//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 131 -// 132 -)))|(% colspan="1" %)(% colspan="1" %) 133 -((( 134 - 450 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 135 135 ))) 136 136 |(% colspan="1" %)(% colspan="1" %) 137 137 ((( ... ... @@ -139,88 +139,73 @@ 139 139 )))|(% colspan="1" %)(% colspan="1" %) 140 140 ((( 141 141 4.00 Beta 5 142 -)))|(% colspan=" 1" %)(% colspan="1" %)458 +)))|(% colspan="2" %)(% colspan="1" %) 143 143 ((( 144 144 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 145 -)))|(% colspan="1" %)(% colspan="1" %) 146 -((( 147 - 148 148 ))) 149 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)462 +|(% colspan="4" %)(% colspan="3" %) 150 150 ((( 151 - //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.//464 +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. 152 152 153 -//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). 154 -)))|(% colspan="1" %)(% colspan="1" %) 155 -((( 156 - 466 +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). 157 157 ))) 158 158 |((( 159 159 Parameters 160 160 )))|((( 161 161 4.00 Beta 1 162 -)))|((( 472 +)))|(% colspan="2" %)((( 163 163 **requiresconstructionvessel** parameter moved 164 -)))|((( 165 - 166 166 ))) 167 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)475 +|(% colspan="4" %)(% colspan="3" %) 168 168 ((( 169 - //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//477 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 170 170 ))) 171 171 |((( 172 172 Scripts 173 173 )))|((( 174 174 4.00 Beta 1 175 -)))|((( 483 +)))|(% colspan="2" %)((( 176 176 Changed behaviour of **gatedistance** script property 177 -)))|((( 178 - 179 179 ))) 180 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)486 +|(% colspan="4" %)(% colspan="3" %) 181 181 ((( 182 -//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 183 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 184 -((( 185 - 488 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 186 186 ))) 187 -|(% colspan="4" %)(% colspan="4" %) 188 -((( 189 -== 3.30 == 190 -))) 490 + 491 +---- 492 + 493 +=== Version 3.30 === 494 + 495 +(% class="table-striped" %) 191 191 |((( 192 192 UI extensions 193 193 )))|((( 194 194 3.30 Beta 3 195 -)))|((( 196 -**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()** 197 -)))|(% colspan="1" %)(% colspan="1" %) 198 -((( 199 - 500 +)))|(% colspan="2" %)((( 501 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 200 200 ))) 201 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)503 +|(% colspan="7" %)(% colspan="3" %) 202 202 ((( 203 - //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()//505 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 204 204 ))) 205 -|(% colspan="4" %)(% colspan="4" %) 206 -((( 207 -== 3.20 == 208 -))) 507 + 508 +---- 509 + 510 +=== Version 3.20 === 511 + 512 +(% class="table-striped" %) 209 209 |((( 210 210 Scripts 211 211 )))|((( 212 212 3.20 Beta 1 213 -)))|((( 517 +)))|(% colspan="2" %)((( 214 214 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 215 -)))|(% colspan="1" %)(% colspan="1" %) 216 -((( 217 - 218 218 ))) 219 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)520 +|(% colspan="4" %)(% colspan="3" %) 220 220 ((( 221 - //Old params: param = attacked object, param2 = attack method, param3 = attacked component//222 - //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]223 -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 //522 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 523 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 524 +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 224 224 ))) 225 225 |(% colspan="1" %)(% colspan="1" %) 226 226 ((( ... ... @@ -228,35 +228,31 @@ 228 228 )))|(% colspan="1" %)(% colspan="1" %) 229 229 ((( 230 230 3.20 Beta 1 231 -)))|(% colspan=" 1" %)(% colspan="1" %)532 +)))|(% colspan="2" %)(% colspan="1" %) 232 232 ((( 233 233 Removed script property $trade.**restriction.faction** 234 -)))|(% colspan="1" %)(% colspan="1" %) 235 -((( 236 - 237 237 ))) 238 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)536 +|(% colspan="4" %)(% colspan="3" %) 239 239 ((( 240 - //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//538 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 241 241 ))) 242 242 |((( 243 243 UI extensions 244 244 )))|((( 245 245 3.20 Beta 1 246 -)))|((( 544 +)))|(% colspan="2" %)((( 247 247 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 248 -)))|(% colspan="1" %)(% colspan="1" %) 249 -((( 250 - 251 251 ))) 252 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)547 +|(% colspan="4" %)(% colspan="3" %) 253 253 ((( 254 - //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.//549 +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. 255 255 ))) 256 -|(% colspan="4" %)(% colspan="4" %) 257 -((( 258 -== 3.10 == 259 -))) 551 + 552 +---- 553 + 554 +=== Version 3.10 === 555 + 556 +(% class="table-striped" %) 260 260 |(% colspan="1" %)(% colspan="1" %) 261 261 ((( 262 262 Scripts ... ... @@ -263,21 +263,20 @@ 263 263 )))|(% colspan="1" %)(% colspan="1" %) 264 264 ((( 265 265 3.10 Beta 1 266 -)))|(% colspan=" 1" %)(% colspan="1" %)563 +)))|(% colspan="2" %)(% colspan="1" %) 267 267 ((( 268 268 Removed script action **<add_build/>** 269 -)))|(% colspan="1" %)(% colspan="1" %) 270 -((( 271 - 272 272 ))) 273 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)567 +|(% colspan="7" %)(% colspan="3" %) 274 274 ((( 275 - //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.//569 +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. 276 276 ))) 277 -|(% colspan="4" %)(% colspan="4" %) 278 -((( 279 -== 3.00 == 280 -))) 571 + 572 +---- 573 + 574 +=== Version 3.00 === 575 + 576 +(% class="table-striped" %) 281 281 |(% colspan="1" %)(% colspan="1" %) 282 282 ((( 283 283 Scripts ... ... @@ -284,16 +284,13 @@ 284 284 )))|(% colspan="1" %)(% colspan="1" %) 285 285 ((( 286 286 3.0 Beta 6 287 -)))|(% colspan=" 1" %)(% colspan="1" %)583 +)))|(% colspan="2" %)(% colspan="1" %) 288 288 ((( 289 289 Changed behaviour of script action **<get_suitable_job/>** 290 -)))|(% colspan="1" %)(% colspan="1" %) 291 -((( 292 - 293 293 ))) 294 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)587 +|(% colspan="4" %)(% colspan="3" %) 295 295 ((( 296 - //<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.//589 +<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. 297 297 ))) 298 298 |(% colspan="1" %)(% colspan="1" %) 299 299 ((( ... ... @@ -301,16 +301,13 @@ 301 301 )))|(% colspan="1" %)(% colspan="1" %) 302 302 ((( 303 303 3.0 Beta 6 304 -)))|(% colspan=" 1" %)(% colspan="1" %)597 +)))|(% colspan="2" %)(% colspan="1" %) 305 305 ((( 306 306 Changed behaviour of script action **<get_ware_definition/>** 307 -)))|(% colspan="1" %)(% colspan="1" %) 308 -((( 309 - 310 310 ))) 311 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)601 +|(% colspan="4" %)(% colspan="3" %) 312 312 ((( 313 - //<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.//603 +<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. 314 314 ))) 315 315 |(% colspan="1" %)(% colspan="1" %) 316 316 ((( ... ... @@ -318,18 +318,15 @@ 318 318 )))|(% colspan="1" %)(% colspan="1" %) 319 319 ((( 320 320 3.0 Beta 5 321 -)))|(% colspan=" 1" %)(% colspan="1" %)611 +)))|(% colspan="2" %)(% colspan="1" %) 322 322 ((( 323 323 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 324 -)))|(% colspan="1" %)(% colspan="1" %) 325 -((( 326 - 327 327 ))) 328 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)615 +|(% colspan="4" %)(% colspan="3" %) 329 329 ((( 330 - //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.)\\617 +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.) 331 331 332 - //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).//619 +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). 333 333 ))) 334 334 |(% colspan="1" %)(% colspan="1" %) 335 335 ((( ... ... @@ -337,16 +337,13 @@ 337 337 )))|(% colspan="1" %)(% colspan="1" %) 338 338 ((( 339 339 3.0 Beta 5 340 -)))|(% colspan=" 1" %)(% colspan="1" %)627 +)))|(% colspan="2" %)(% colspan="1" %) 341 341 ((( 342 342 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 343 -)))|(% colspan="1" %)(% colspan="1" %) 344 -((( 345 - 346 346 ))) 347 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)631 +|(% colspan="4" %)(% colspan="3" %) 348 348 ((( 349 - //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.//633 +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. 350 350 ))) 351 351 |(% colspan="1" %)(% colspan="1" %) 352 352 ((( ... ... @@ -354,17 +354,14 @@ 354 354 )))|(% colspan="1" %)(% colspan="1" %) 355 355 ((( 356 356 3.0 Beta 5 357 -)))|(% colspan=" 1" %)(% colspan="1" %)641 +)))|(% colspan="2" %)(% colspan="1" %) 358 358 ((( 359 359 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 360 -)))|(% colspan="1" %)(% colspan="1" %) 361 -((( 362 - 363 363 ))) 364 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)645 +|(% colspan="4" %)(% colspan="3" %) 365 365 ((( 366 - //Before the change, positions are relative to $dockingbay.parent.367 -After the change, positions are relative to $dockingbay as specified in the documentation. //647 +Before the change, positions are relative to $dockingbay.parent. 648 +After the change, positions are relative to $dockingbay as specified in the documentation. 368 368 ))) 369 369 |(% colspan="1" %)(% colspan="1" %) 370 370 ((( ... ... @@ -372,30 +372,24 @@ 372 372 )))|(% colspan="1" %)(% colspan="1" %) 373 373 ((( 374 374 3.0 Beta 2 375 -)))|(% colspan=" 1" %)(% colspan="1" %)656 +)))|(% colspan="2" %)(% colspan="1" %) 376 376 ((( 377 377 Support for entity flag "**skillsvisible**" dropped 378 -)))|(% colspan="1" %)(% colspan="1" %) 379 -((( 380 - 381 381 ))) 382 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)660 +|(% colspan="4" %)(% colspan="3" %) 383 383 ((( 384 - //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().//662 +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(). 385 385 ))) 386 386 |((( 387 387 Scripts 388 388 )))|((( 389 389 3.0 Beta 2 390 -)))|((( 668 +)))|(% colspan="2" %)((( 391 391 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 392 -)))|(% colspan="1" %)(% colspan="1" %) 393 -((( 394 - 395 395 ))) 396 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)671 +|(% colspan="4" %)(% colspan="3" %) 397 397 ((( 398 - //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.673 +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. 399 399 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. 400 400 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. 401 401 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). ... ... @@ -406,30 +406,24 @@ 406 406 )))|(% colspan="1" %)(% colspan="1" %) 407 407 ((( 408 408 3.0 Beta 1 409 -)))|(% colspan=" 1" %)(% colspan="1" %)684 +)))|(% colspan="2" %)(% colspan="1" %) 410 410 ((( 411 411 **MissionBoard** support dropped 412 -)))|(% colspan="1" %)(% colspan="1" %) 413 -((( 414 - 415 415 ))) 416 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)688 +|(% colspan="4" %)(% colspan="3" %) 417 417 ((( 418 - //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.//690 +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. 419 419 ))) 420 420 |((( 421 421 Job/God 422 422 )))|((( 423 423 3.0 Beta 1 424 -)))|((( 696 +)))|(% colspan="2" %)((( 425 425 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 426 -)))|(% colspan="1" %)(% colspan="1" %) 427 -((( 428 - 429 429 ))) 430 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)699 +|(% colspan="4" %)(% colspan="3" %) 431 431 ((( 432 - //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.//701 +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. 433 433 ))) 434 434 |(% colspan="1" %)(% colspan="1" %) 435 435 ((( ... ... @@ -437,16 +437,13 @@ 437 437 )))|(% colspan="1" %)(% colspan="1" %) 438 438 ((( 439 439 3.0 Beta 1 440 -)))|(% colspan=" 1" %)(% colspan="1" %)709 +)))|(% colspan="2" %)(% colspan="1" %) 441 441 ((( 442 442 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 443 -)))|(% colspan="1" %)(% colspan="1" %) 444 -((( 445 - 446 446 ))) 447 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)713 +|(% colspan="4" %)(% colspan="3" %) 448 448 ((( 449 - //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.//715 +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. 450 450 ))) 451 451 |(% colspan="1" %)(% colspan="1" %) 452 452 ((( ... ... @@ -454,16 +454,13 @@ 454 454 )))|(% colspan="1" %)(% colspan="1" %) 455 455 ((( 456 456 3.0 Beta 1 457 -)))|(% colspan=" 1" %)(% colspan="1" %)723 +)))|(% colspan="2" %)(% colspan="1" %) 458 458 ((( 459 459 Script action **<set_doors_locked/>** attribute **'group'** changed 460 -)))|(% colspan="1" %)(% colspan="1" %) 461 -((( 462 - 463 463 ))) 464 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)727 +|(% colspan="4" %)(% colspan="3" %) 465 465 ((( 466 - //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.//729 +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. 467 467 ))) 468 468 |(% colspan="1" %)(% colspan="1" %) 469 469 ((( ... ... @@ -471,16 +471,13 @@ 471 471 )))|(% colspan="1" %)(% colspan="1" %) 472 472 ((( 473 473 3.0 Beta 1 474 -)))|(% colspan=" 1" %)(% colspan="1" %)737 +)))|(% colspan="2" %)(% colspan="1" %) 475 475 ((( 476 476 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 477 -)))|(% colspan="1" %)(% colspan="1" %) 478 -((( 479 - 480 480 ))) 481 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)741 +|(% colspan="4" %)(% colspan="3" %) 482 482 ((( 483 - //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.//743 +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. 484 484 ))) 485 485 |(% colspan="1" %)(% colspan="1" %) 486 486 ((( ... ... @@ -488,16 +488,13 @@ 488 488 )))|(% colspan="1" %)(% colspan="1" %) 489 489 ((( 490 490 3.0 Beta 1 491 -)))|(% colspan=" 1" %)(% colspan="1" %)751 +)))|(% colspan="2" %)(% colspan="1" %) 492 492 ((( 493 493 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 494 -)))|(% colspan="1" %)(% colspan="1" %) 495 -((( 496 - 497 497 ))) 498 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)755 +|(% colspan="4" %)(% colspan="3" %) 499 499 ((( 500 - //These actions had no effect and were removed.//757 +These actions had no effect and were removed. 501 501 ))) 502 502 |(% colspan="1" %)(% colspan="1" %) 503 503 ((( ... ... @@ -505,16 +505,13 @@ 505 505 )))|(% colspan="1" %)(% colspan="1" %) 506 506 ((( 507 507 3.0 Beta 1 508 -)))|(% colspan=" 1" %)(% colspan="1" %)765 +)))|(% colspan="2" %)(% colspan="1" %) 509 509 ((( 510 510 **<setup_conversation_minigame/>** script action removed 511 -)))|(% colspan="1" %)(% colspan="1" %) 512 -((( 513 - 514 514 ))) 515 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)769 +|(% colspan="4" %)(% colspan="3" %) 516 516 ((( 517 - //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.//771 +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. 518 518 ))) 519 519 |(% colspan="1" %)(% colspan="1" %) 520 520 ((( ... ... @@ -522,16 +522,13 @@ 522 522 )))|(% colspan="1" %)(% colspan="1" %) 523 523 ((( 524 524 3.0 Beta 1 525 -)))|(% colspan=" 1" %)(% colspan="1" %)779 +)))|(% colspan="2" %)(% colspan="1" %) 526 526 ((( 527 527 <add_player_choice_*> **confidence** attribute removed 528 -)))|(% colspan="1" %)(% colspan="1" %) 529 -((( 530 - 531 531 ))) 532 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)783 +|(% colspan="4" %)(% colspan="3" %) 533 533 ((( 534 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//785 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 535 535 ))) 536 536 |(% colspan="1" %)(% colspan="1" %) 537 537 ((( ... ... @@ -539,16 +539,13 @@ 539 539 )))|(% colspan="1" %)(% colspan="1" %) 540 540 ((( 541 541 3.0 Beta 1 542 -)))|(% colspan=" 1" %)(% colspan="1" %)793 +)))|(% colspan="2" %)(% colspan="1" %) 543 543 ((( 544 544 **<hack_via_control_panel/>** script action removed 545 -)))|(% colspan="1" %)(% colspan="1" %) 546 -((( 547 - 548 548 ))) 549 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)797 +|(% colspan="4" %)(% colspan="3" %) 550 550 ((( 551 - //Unused script action <hack_via_control_panel/> was removed.//799 +Unused script action <hack_via_control_panel/> was removed. 552 552 ))) 553 553 |(% colspan="1" %)(% colspan="1" %) 554 554 ((( ... ... @@ -556,30 +556,24 @@ 556 556 )))|(% colspan="1" %)(% colspan="1" %) 557 557 ((( 558 558 3.0 Beta 1 559 -)))|(% colspan=" 1" %)(% colspan="1" %)807 +)))|(% colspan="2" %)(% colspan="1" %) 560 560 ((( 561 561 **Lua: **GetMiniGameCursorPosition() removed 562 -)))|(% colspan="1" %)(% colspan="1" %) 563 -((( 564 - 565 565 ))) 566 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)811 +|(% colspan="4" %)(% colspan="3" %) 567 567 ((( 568 - //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.//813 +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. 569 569 ))) 570 570 |((( 571 571 UI core 572 572 )))|((( 573 573 3.0 Beta 1 574 -)))|((( 819 +)))|(% colspan="2" %)((( 575 575 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 576 -)))|(% colspan="1" %)(% colspan="1" %) 577 -((( 578 - 579 579 ))) 580 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)822 +|(% colspan="4" %)(% colspan="3" %) 581 581 ((( 582 - //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.//824 +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. 583 583 ))) 584 584 |(% colspan="1" %)(% colspan="1" %) 585 585 ((( ... ... @@ -587,16 +587,13 @@ 587 587 )))|(% colspan="1" %)(% colspan="1" %) 588 588 ((( 589 589 3.0 Beta 1 590 -)))|(% colspan=" 1" %)(% colspan="1" %)832 +)))|(% colspan="2" %)(% colspan="1" %) 591 591 ((( 592 592 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 593 -)))|(% colspan="1" %)(% colspan="1" %) 594 -((( 595 - 596 596 ))) 597 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)836 +|(% colspan="4" %)(% colspan="3" %) 598 598 ((( 599 - //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.//838 +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. 600 600 ))) 601 601 |(% colspan="1" %)(% colspan="1" %) 602 602 ((( ... ... @@ -604,17 +604,14 @@ 604 604 )))|(% colspan="1" %)(% colspan="1" %) 605 605 ((( 606 606 3.0 Beta 1 607 -)))|(% colspan=" 1" %)(% colspan="1" %)846 +)))|(% colspan="2" %)(% colspan="1" %) 608 608 ((( 609 609 **$ware.illegal** updated 610 -)))|(% colspan="1" %)(% colspan="1" %) 611 -((( 612 - 613 613 ))) 614 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)850 +|(% colspan="4" %)(% colspan="3" %) 615 615 ((( 616 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//617 - //It now returns true if $ware is illegal to any faction in the game.//852 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 853 +It now returns true if $ware is illegal to any faction in the game. 618 618 ))) 619 619 |(% colspan="1" %)(% colspan="1" %) 620 620 ((( ... ... @@ -622,16 +622,13 @@ 622 622 )))|(% colspan="1" %)(% colspan="1" %) 623 623 ((( 624 624 3.0 Beta 1 625 -)))|(% colspan=" 1" %)(% colspan="1" %)861 +)))|(% colspan="2" %)(% colspan="1" %) 626 626 ((( 627 627 MD script **RML_Flight_Along_Path** removed 628 -)))|(% colspan="1" %)(% colspan="1" %) 629 -((( 630 - 631 631 ))) 632 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)865 +|(% colspan="4" %)(% colspan="3" %) 633 633 ((( 634 - //The MD script RML_Flight_Along_Path was not referened and was removed.//867 +The MD script RML_Flight_Along_Path was not referened and was removed. 635 635 ))) 636 636 |(% colspan="1" %)(% colspan="1" %) 637 637 ((( ... ... @@ -639,86 +639,75 @@ 639 639 )))|(% colspan="1" %)(% colspan="1" %) 640 640 ((( 641 641 3.0 Beta 1 642 -)))|(% colspan=" 1" %)(% colspan="1" %)875 +)))|(% colspan="2" %)(% colspan="1" %) 643 643 ((( 644 644 parameters of **<event_venture_mission_completed/>** changed 645 -)))|(% colspan="1" %)(% colspan="1" %) 646 -((( 647 - 648 648 ))) 649 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)879 +|(% colspan="4" %)(% colspan="3" %) 650 650 ((( 651 - //old params: param = venture details, param2 = ships involved, param3 = duration//652 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//881 +old params: param = venture details, param2 = ships involved, param3 = duration 882 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 653 653 ))) 654 654 |((( 655 655 Scripts 656 656 )))|((( 657 657 3.0 Beta 1 658 -)))|((( 888 +)))|(% colspan="2" %)((( 659 659 **<set_object_wing_name/>** removed, 660 660 **<set_object_fleet_name/>** added 661 -)))|(% colspan="1" %)(% colspan="1" %) 662 -((( 663 - 664 664 ))) 665 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)892 +|(% colspan="4" %)(% colspan="3" %) 666 666 ((( 667 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//894 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 668 668 ))) 669 669 |((( 670 670 Scripts 671 671 )))|((( 672 672 3.0 Beta 1 673 -)))|((( 900 +)))|(% colspan="2" %)((( 674 674 **$controllable.wing.*** removed, 675 675 **$controllable.fleet.*** added 676 -)))|(% colspan="1" %)(% colspan="1" %) 677 -((( 678 - 679 679 ))) 680 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)904 +|(% colspan="4" %)(% colspan="3" %) 681 681 ((( 682 682 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 683 683 ))) 684 -|(% colspan="4" %)(% colspan="4" %) 685 -((( 686 -== 2.60 == 687 -))) 908 + 909 +---- 910 + 911 +=== Version 2.60 === 912 + 913 +(% class="table-striped" %) 688 688 |((( 689 689 Scripts 690 690 )))|((( 691 691 2.60 Beta 1 692 -)))|((( 918 +)))|(% colspan="2" %)((( 693 693 '**checkoperational**' filter behaviour changed 694 -)))|(% colspan="1" %)(% colspan="1" %) 695 -((( 696 - 697 697 ))) 698 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)921 +|(% colspan="10" %)(% colspan="3" %) 699 699 ((( 700 - //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.//923 +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. 701 701 702 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//925 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 703 703 ))) 704 704 |((( 705 705 Scripts 706 706 )))|((( 707 707 2.60 Beta 1 708 -)))|((( 931 +)))|(% colspan="2" %)((( 709 709 $container.**supplyresources** behavior changed 710 -)))|(% colspan="1" %)(% colspan="1" %) 933 +)))| | | 934 +|(% colspan="10" %)(% colspan="3" %) 711 711 ((( 712 - 936 +The script keyword $container.supplyresources now includes reserved wares. 713 713 ))) 714 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 715 -((( 716 -//The script keyword $container.supplyresources now includes reserved wares.// 717 -))) 718 -|(% colspan="4" %)(% colspan="4" %) 719 -((( 720 -== 2.20 == 721 -))) 938 + 939 +---- 940 + 941 +=== Version 2.20 === 942 + 943 +(% class="table-striped" %) 722 722 |(% colspan="1" %)(% colspan="1" %) 723 723 ((( 724 724 UI core ... ... @@ -725,20 +725,16 @@ 725 725 )))|(% colspan="1" %)(% colspan="1" %) 726 726 ((( 727 727 2.20 Beta 3/4 728 -)))|(% colspan=" 1" %)(% colspan="1" %)950 +)))|(% colspan="2" %)(% colspan="1" %) 729 729 ((( 730 730 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 731 -)))|(% colspan="1" %)(% colspan="1" %) 732 -((( 733 - 734 734 ))) 735 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)954 +|(% colspan="4" %)(% colspan="3" %) 736 736 ((( 737 - //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.738 -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. //956 +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. 957 +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. 739 739 740 -//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 741 -// 959 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 742 742 ))) 743 743 |(% colspan="1" %)(% colspan="1" %) 744 744 ((( ... ... @@ -746,21 +746,20 @@ 746 746 )))|(% colspan="1" %)(% colspan="1" %) 747 747 ((( 748 748 2.20 Beta 3 749 -)))|(% colspan=" 1" %)(% colspan="1" %)967 +)))|(% colspan="2" %)(% colspan="1" %) 750 750 ((( 751 751 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 752 -)))|(% colspan="1" %)(% colspan="1" %) 753 -((( 754 - 755 755 ))) 756 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)971 +|(% colspan="4" %)(% colspan="3" %) 757 757 ((( 758 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//973 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 759 759 ))) 760 -|(% colspan="4" %)(% colspan="4" %) 761 -((( 762 -== 2.00 == 763 -))) 975 + 976 +---- 977 + 978 +=== Version 2.00 === 979 + 980 +(% class="table-striped" %) 764 764 |(% colspan="1" %)(% colspan="1" %) 765 765 ((( 766 766 Scripts ... ... @@ -767,16 +767,13 @@ 767 767 )))|(% colspan="1" %)(% colspan="1" %) 768 768 ((( 769 769 2.00 Beta 1 770 -)))|(% colspan=" 1" %)(% colspan="1" %)987 +)))|(% colspan="2" %)(% colspan="1" %) 771 771 ((( 772 772 **<event_build_finished/> **param2 now returns null instead of a construction sequence 773 -)))|(% colspan="1" %)(% colspan="1" %) 774 -((( 775 - 776 776 ))) 777 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)991 +|(% colspan="4" %)(% colspan="3" %) 778 778 ((( 779 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//993 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 780 780 ))) 781 781 |(% colspan="1" %)(% colspan="1" %) 782 782 ((( ... ... @@ -784,16 +784,13 @@ 784 784 )))|(% colspan="1" %)(% colspan="1" %) 785 785 ((( 786 786 2.00 Beta 1 787 -)))|(% colspan=" 1" %)(% colspan="1" %)1001 +)))|(% colspan="2" %)(% colspan="1" %) 788 788 ((( 789 789 **param.boarding.{...}** strength parameters removed 790 -)))|(% colspan="1" %)(% colspan="1" %) 791 -((( 792 - 793 793 ))) 794 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1005 +|(% colspan="4" %)(% colspan="3" %) 795 795 ((( 796 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//1007 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 797 797 ))) 798 798 |(% colspan="1" %)(% colspan="1" %) 799 799 ((( ... ... @@ -801,197 +801,160 @@ 801 801 )))|(% colspan="1" %)(% colspan="1" %) 802 802 ((( 803 803 2.00 Beta 1 804 -)))|(% colspan=" 1" %)(% colspan="1" %)1015 +)))|(% colspan="2" %)(% colspan="1" %) 805 805 ((( 806 806 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 807 -)))|(% colspan="1" %)(% colspan="1" %) 808 -((( 809 - 810 810 ))) 811 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1019 +|(% colspan="4" %)(% colspan="3" %) 812 812 ((( 813 - //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.//1021 +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. 814 814 ))) 815 815 |((( 816 816 UI extensions 817 817 )))|((( 818 818 2.00 Beta 1 819 -)))|((( 1027 +)))|(% colspan="2" %)((( 820 820 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 821 -)))|(% colspan="1" %)(% colspan="1" %) 822 -((( 823 - 824 824 ))) 825 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1030 +|(% colspan="4" %)(% colspan="3" %) 826 826 ((( 827 - //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.//1032 +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. 828 828 ))) 829 829 |((( 830 830 UI extensions 831 831 )))|((( 832 832 2.00 Beta 1 833 -)))|((( 1038 +)))|(% colspan="2" %)((( 834 834 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 835 -)))|(% colspan="1" %)(% colspan="1" %) 836 -((( 837 - 838 838 ))) 839 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1041 +|(% colspan="4" %)(% colspan="3" %) 840 840 ((( 841 - //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.//842 - //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.//1043 +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. 1044 +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. 843 843 ))) 844 844 |((( 845 845 Scripts 846 846 )))|((( 847 847 2.00 Beta 1 848 -)))|((( 1050 +)))|(% colspan="2" %)((( 849 849 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 850 -)))|(% colspan="1" %)(% colspan="1" %) 851 -((( 852 - 853 853 ))) 854 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1053 +|(% colspan="4" %)(% colspan="3" %) 855 855 ((( 856 - //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.//1055 +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. 857 857 ))) 858 858 |((( 859 859 Scripts 860 860 )))|((( 861 861 2.00 Beta 1 862 -)))|((( 1061 +)))|(% colspan="2" %)((( 863 863 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 864 -)))|(% colspan="1" %)(% colspan="1" %) 865 -((( 866 - 867 867 ))) 868 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1064 +|(% colspan="4" %)(% colspan="3" %) 869 869 ((( 870 - //For prior behavior, check for event.param being non-null.//1066 +For prior behavior, check for event.param being non-null. 871 871 ))) 872 872 |((( 873 873 AI Scripts 874 874 )))|((( 875 875 2.00 Beta 1 876 -)))|((( 1072 +)))|(% colspan="2" %)((( 877 877 **<shoot/>/<shoot_at/>** attribute changes. 878 -)))|(% colspan="1" %)(% colspan="1" %) 879 -((( 880 - 881 881 ))) 882 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1075 +|(% colspan="4" %)(% colspan="3" %) 883 883 ((( 884 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//885 - //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.//886 - //New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//1077 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1078 +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. 1079 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 887 887 888 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1081 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 889 889 ))) 890 890 |((( 891 891 UI extensions 892 892 )))|((( 893 893 2.00 Beta 1 894 -)))|((( 895 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 896 -)))|(% colspan="1" %)(% colspan="1" %) 897 -((( 898 - 1087 +)))|(% colspan="2" %)((( 1088 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 899 899 ))) 900 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1090 +|(% colspan="4" %)(% colspan="3" %) 901 901 ((( 902 - //Added possibility to query build tasks of a certain buildmodule.//1092 +Added possibility to query build tasks of a certain buildmodule. 903 903 ))) 904 904 |((( 905 905 UI extensions 906 906 )))|((( 907 907 2.00 Beta 1 908 -)))|((( 1098 +)))|(% colspan="2" %)((( 909 909 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 910 -)))|(% colspan="1" %)(% colspan="1" %) 911 -((( 912 - 913 913 ))) 914 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1101 +|(% colspan="4" %)(% colspan="3" %) 915 915 ((( 916 - //Added list of resources a buildmodule needs to build.//1103 +Added list of resources a buildmodule needs to build. 917 917 ))) 918 918 |((( 919 919 UI extensions 920 920 )))|((( 921 921 2.00 Beta 1 922 -)))|((( 923 -(% 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);" %) 924 -)))|(% colspan="1" %)(% colspan="1" %) 925 -((( 926 - 1109 +)))|(% colspan="2" %)((( 1110 +**Lua: CalculateTotalHullFraction() **was removed. 927 927 ))) 928 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1112 +|(% colspan="4" %)(% colspan="3" %) 929 929 ((( 930 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1114 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 931 931 ))) 932 932 |((( 933 933 UI extensions 934 934 )))|((( 935 935 2.00 Beta 1 936 -)))|((( 937 -**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" %) 938 -)))|(% colspan="1" %)(% colspan="1" %) 939 -((( 940 - 1120 +)))|(% colspan="2" %)((( 1121 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 941 941 ))) 942 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1123 +|(% colspan="4" %)(% colspan="3" %) 943 943 ((( 944 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1125 +Changed return value type to const char* to better identify failure reasons in Lua script. 945 945 ))) 946 -|(% colspan="4" %)(% colspan="4" %) 947 -((( 948 -== 1.50 == 949 -))) 1127 + 1128 +---- 1129 + 1130 +=== Version 1.50 === 1131 + 1132 +(% class="table-striped" %) 950 950 |((( 951 951 UI extensions 952 952 )))|((( 953 953 1.50 Beta 3 954 -)))|((( 955 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 956 -)))|(% colspan="1" %)(% colspan="1" %) 957 -((( 958 - 1137 +)))|(% colspan="2" %)((( 1138 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 959 959 ))) 960 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1140 +|(% colspan="4" %)(% colspan="3" %) 961 961 ((( 962 - //The "docksizes" property no longer includes internal ship storage docks.//1142 +The "docksizes" property no longer includes internal ship storage docks. 963 963 ))) 964 964 |((( 965 965 All 966 966 )))|((( 967 967 1.50 Beta 2 968 -)))|((( 1148 +)))|(% colspan="2" %)((( 969 969 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 970 -)))|(% colspan="1" %)(% colspan="1" %) 971 -((( 972 - 973 973 ))) 974 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1151 +|(% colspan="4" %)(% colspan="3" %) 975 975 ((( 976 - //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".//1153 +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". 977 977 978 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//979 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//980 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1155 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1156 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1157 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 981 981 ))) 982 982 |((( 983 983 UI extensions 984 984 )))|((( 985 985 1.50 Beta 2 986 -)))|((( 987 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 988 -)))|(% colspan="1" %)(% colspan="1" %) 989 -((( 990 - 1163 +)))|(% colspan="2" %)((( 1164 +**FFI: UpgradeGroupInfo **datatype was changed. 991 991 ))) 992 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1166 +|(% colspan="4" %)(% colspan="3" %) 993 993 ((( 994 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1168 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 995 995 ))) 996 996 |(% colspan="1" %)(% colspan="1" %) 997 997 ((( ... ... @@ -999,67 +999,58 @@ 999 999 )))|(% colspan="1" %)(% colspan="1" %) 1000 1000 ((( 1001 1001 1.50 Beta 1 1002 -)))|(% colspan=" 1" %)(% colspan="1" %)1176 +)))|(% colspan="2" %)(% colspan="1" %) 1003 1003 ((( 1004 1004 **FFI: SetGuidance()** removed useinfopoint argument. 1005 -)))|(% colspan="1" %)(% colspan="1" %) 1006 -((( 1007 - 1008 1008 ))) 1009 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1180 +|(% colspan="4" %)(% colspan="3" %) 1010 1010 ((( 1011 -//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. 1012 -// 1182 +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. 1013 1013 1014 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1184 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1015 1015 ))) 1016 1016 |((( 1017 1017 UI extensions 1018 1018 )))|((( 1019 1019 1.50 Beta 1 1020 -)))|((( 1021 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 1022 -)))|(% colspan="1" %)(% colspan="1" %) 1023 -((( 1024 - 1190 +)))|(% colspan="2" %)((( 1191 +**FFI: CancelConstruction() **changed its return value. 1025 1025 ))) 1026 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1193 +|(% colspan="4" %)(% colspan="3" %) 1027 1027 ((( 1028 - (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful.//1195 +CancelConstruction() now returns if the cancellation was successful. 1029 1029 ))) 1030 -|(% colspan="4" %)(% colspan="4" %) 1031 -((( 1032 -== 1.32 == 1033 -))) 1197 + 1198 +---- 1199 + 1200 +=== Version 1.32 === 1201 + 1202 +(% class="table-striped" %) 1034 1034 |((( 1035 1035 UI extensions 1036 1036 )))|((( 1037 1037 1.32 1038 -)))|((( 1207 +)))|(% colspan="2" %)((( 1039 1039 **Lua: GetComponentData() **removed the "nextdestname" property. 1040 -)))|(% colspan="1" %)(% colspan="1" %) 1041 -((( 1042 - 1043 1043 ))) 1044 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1210 +|(% colspan="4" %)(% colspan="3" %) 1045 1045 ((( 1046 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1212 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1047 1047 ))) 1048 -|(% colspan="4" %)(% colspan="4" %) 1049 -((( 1050 -== 1.20 == 1051 -))) 1214 + 1215 +---- 1216 + 1217 +=== Version 1.20 === 1218 + 1219 +(% class="table-striped" %) 1052 1052 |((( 1053 1053 UI extensions 1054 1054 )))|((( 1055 1055 1.20 1056 -)))|((( 1057 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 1058 -)))|(% colspan="1" %)(% colspan="1" %) 1059 -((( 1060 - 1224 +)))|(% colspan="2" %)((( 1225 +**FFI: GetAAOption()** got a new "useconfig" parameter. 1061 1061 ))) 1062 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="4"data-highlight-colour="grey"%)1227 +|(% colspan="4" %)(% colspan="3" %) 1063 1063 ((( 1064 -//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.//1229 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.// 1065 1065 )))
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... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/103285152/Breaking Changes