Changes for page Breaking Changes

Last modified by Michael Baumgardt on 2026/04/17 12:03

From version 86.1
edited by owen
on 2021/06/10 12:21
Change comment: There is no comment for this version
To version 102.1
edited by owen
on 2023/02/07 12:57
Change comment: Added documentation for <find_object_surface> changes

Summary

Details

Page properties
Content
... ... @@ -18,6 +18,7 @@
18 18  
19 19  = Breaking Changes =
20 20  
21 +(% class="wrapped" %)
21 21  |=(((
22 22  Type
23 23  )))|=(((
... ... @@ -24,65 +24,229 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 -)))|=(% colspan="1" %)(% colspan="1" %)
28 +)))
29 +|(% colspan="3" %)(% colspan="3" %)
28 28  (((
29 -
31 +== 6.00 ==
30 30  )))
31 -|(% colspan="4" %)(% colspan="4" %)
33 +|(% colspan="1" %)(% colspan="1" %)
32 32  (((
33 -== 4.10 ==
35 +Scripts
36 +)))|(% colspan="1" %)(% colspan="1" %)
37 +(((
38 +6.00 Beta 3
39 +)))|(% colspan="1" %)(% colspan="1" %)
40 +(((
41 +Changed result of **<find_object_surface>** action in the case of a failure
34 34  )))
43 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
44 +(((
45 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
46 +
47 +//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.//
48 +
49 +//The action itself has been improved to increase the chance of finding suitable surface positions.//
50 +)))
51 +|(% colspan="1" %)(% colspan="1" %)
52 +(((
53 +Scripts
54 +)))|(% colspan="1" %)(% colspan="1" %)
55 +(((
56 +6.00 Beta 1
57 +)))|(% colspan="1" %)(% colspan="1" %)
58 +(((
59 +Behaviour change for **<match_dock>** script component filter
60 +)))
61 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
62 +(((
63 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
64 +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.//
65 +)))
66 +|(% colspan="1" %)(% colspan="1" %)
67 +(((
68 +Scripts
69 +)))|(% colspan="1" %)(% colspan="1" %)
70 +(((
71 +6.00 Beta 1
72 +)))|(% colspan="1" %)(% colspan="1" %)
73 +(((
74 +Changed result attribute location for **<get_attackstrength>**
75 +)))
76 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
77 +(((
78 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
79 +)))
35 35  |(((
81 +Assets
82 +)))|(((
83 +6.00 Beta 1
84 +)))|(((
85 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
86 +)))
87 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
88 +(((
89 +//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.
90 +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.//
91 +)))
92 +|(% colspan="1" %)(% colspan="1" %)
93 +(((
36 36  Scripts
95 +)))|(% colspan="1" %)(% colspan="1" %)
96 +(((
97 +6.00 Beta 1
98 +)))|(% colspan="1" %)(% colspan="1" %)
99 +(((
100 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
101 +)))
102 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
103 +(((
104 +//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.//
105 +)))
106 +|(((
107 +Scripts
37 37  )))|(((
38 -4.10 Beta 1
109 +6.00 Beta 1
39 39  )))|(((
40 -People related attributes of mission** <delivery> **node moved
111 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
112 +)))
113 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
114 +(((
115 +//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.//
116 +)))
117 +|(((
118 +Cutscenes
41 41  )))|(((
42 -
120 +6.00 Beta 1
121 +)))|(((
122 +Changed behaviour of **<angles>** in cutscenes
43 43  )))
44 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
124 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
45 45  (((
46 -//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.//
126 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
47 47  )))
48 -|(% colspan="4" %)(% colspan="4" %)
128 +|(% colspan="3" %)(% colspan="3" %)
49 49  (((
130 +== 5.00 ==
131 +)))
132 +|(((
133 +Parameters
134 +)))|(((
135 +5.00 Beta 1
136 +)))|(((
137 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
138 +)))
139 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
140 +(((
141 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
142 +)))
143 +|(% colspan="3" %)(% colspan="3" %)
144 +(((
50 50  == 4.10 ==
51 51  )))
52 52  |(% colspan="1" %)(% colspan="1" %)
53 53  (((
54 -Scripts
149 +UI extensions
55 55  )))|(% colspan="1" %)(% colspan="1" %)
56 56  (((
57 -4.10 Beta 1
152 +4.10 Beta 7
58 58  )))|(% colspan="1" %)(% colspan="1" %)
59 59  (((
60 -**$destructible.productions** replaced with $defensible.productions
155 +**FFI**: (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderCrewInfo() and (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderDockedShipInfos()(%%) deprecated
156 +)))
157 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
158 +(((
159 +//The functionality represented by (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos()(%%) has been removed and the function was therefore stubbed.//
160 +)))
161 +|(% colspan="1" %)(% colspan="1" %)
162 +(((
163 +UI extensions
61 61  )))|(% colspan="1" %)(% colspan="1" %)
62 62  (((
63 -
166 +4.10 Beta 6
167 +)))|(% colspan="1" %)(% colspan="1" %)
168 +(((
169 +**FFI**: CustomGameStartPlayerProperty2 changed
64 64  )))
65 65  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
66 66  (((
67 -//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.//
173 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
174 +)))
175 +|(% colspan="1" %)(% colspan="1" %)
176 +(((
177 +Parameters
68 68  )))|(% colspan="1" %)(% colspan="1" %)
69 69  (((
70 -
180 +4.10 Beta 3
181 +)))|(% colspan="1" %)(% colspan="1" %)
182 +(((
183 +Renamed **<stationinfobox>** to **<infobox>**
71 71  )))
185 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
186 +(((
187 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
188 +)))
189 +|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +UI extensions
192 +)))|(% colspan="1" %)(% colspan="1" %)
193 +(((
194 +4.10 Beta 2
195 +)))|(% colspan="1" %)(% colspan="1" %)
196 +(((
197 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
198 +)))
199 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
200 +(((
201 +//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.//
202 +)))
72 72  |(((
204 +UI extensions
205 +)))|(((
206 +4.10 Beta 2
207 +)))|(((
208 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
209 +)))
210 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
211 +(((
212 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
213 +)))
214 +|(((
73 73  Scripts
74 74  )))|(((
75 75  4.10 Beta 1
76 76  )))|(((
77 -Removed script property **$object.spawnsourceseed**
219 +People related attributes of mission** <delivery> **node moved
220 +)))
221 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
222 +(((
223 +//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.//
224 +)))
225 +|(% colspan="1" %)(% colspan="1" %)
226 +(((
227 +Scripts
228 +)))|(% colspan="1" %)(% colspan="1" %)
229 +(((
230 +4.10 Beta 1
231 +)))|(% colspan="1" %)(% colspan="1" %)
232 +(((
233 +**$destructible.productions** replaced with $defensible.productions
234 +)))
235 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
236 +(((
237 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
238 +)))
239 +|(((
240 +Scripts
78 78  )))|(((
79 -
242 +4.10 Beta 1
243 +)))|(((
244 +Removed script property **$object.spawnsourceseed**
80 80  )))
81 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
246 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
82 82  (((
83 83  //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.//
84 84  )))
85 -|(% colspan="4" %)(% colspan="4" %)
250 +|(% colspan="3" %)(% colspan="3" %)
86 86  (((
87 87  == 4.00 ==
88 88  )))
... ... @@ -95,9 +95,6 @@
95 95  )))|(% colspan="1" %)(% colspan="1" %)
96 96  (((
97 97  Controlled ship can change without a **gameplanchange-event** occurring.
98 -)))|(% colspan="1" %)(% colspan="1" %)
99 -(((
100 -
101 101  )))
102 102  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
103 103  (((
... ... @@ -104,9 +104,6 @@
104 104  //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).
105 105  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.
106 106  //
107 -)))|(% colspan="1" %)(% colspan="1" %)
108 -(((
109 -
110 110  )))
111 111  |(((
112 112  Scripts
... ... @@ -114,8 +114,6 @@
114 114  4.00 Beta 7
115 115  )))|(((
116 116  Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
117 -)))|(((
118 -
119 119  )))
120 120  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
121 121  (((
... ... @@ -122,9 +122,6 @@
122 122  //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
123 123  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
124 124  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//
125 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
126 -(((
127 -
128 128  )))
129 129  |(% colspan="1" %)(% colspan="1" %)
130 130  (((
... ... @@ -135,9 +135,6 @@
135 135  )))|(% colspan="1" %)(% colspan="1" %)
136 136  (((
137 137  **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
138 -)))|(% colspan="1" %)(% colspan="1" %)
139 -(((
140 -
141 141  )))
142 142  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
143 143  (((
... ... @@ -146,9 +146,6 @@
146 146  
147 147  //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
148 148  //
149 -)))|(% colspan="1" %)(% colspan="1" %)
150 -(((
151 -
152 152  )))
153 153  |(% colspan="1" %)(% colspan="1" %)
154 154  (((
... ... @@ -159,9 +159,6 @@
159 159  )))|(% colspan="1" %)(% colspan="1" %)
160 160  (((
161 161  **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
162 -)))|(% colspan="1" %)(% colspan="1" %)
163 -(((
164 -
165 165  )))
166 166  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
167 167  (((
... ... @@ -168,9 +168,6 @@
168 168  //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.//
169 169  
170 170  //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).
171 -)))|(% colspan="1" %)(% colspan="1" %)
172 -(((
173 -
174 174  )))
175 175  |(((
176 176  Parameters
... ... @@ -178,10 +178,8 @@
178 178  4.00 Beta 1
179 179  )))|(((
180 180  **requiresconstructionvessel** parameter moved
181 -)))|(((
182 -
183 183  )))
184 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
324 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
185 185  (((
186 186  //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
187 187  )))
... ... @@ -191,17 +191,12 @@
191 191  4.00 Beta 1
192 192  )))|(((
193 193  Changed behaviour of **gatedistance** script property
194 -)))|(((
195 -
196 196  )))
197 197  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
198 198  (((
199 199  //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
200 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
201 -(((
202 -
203 203  )))
204 -|(% colspan="4" %)(% colspan="4" %)
339 +|(% colspan="3" %)(% colspan="3" %)
205 205  (((
206 206  == 3.30 ==
207 207  )))
... ... @@ -211,15 +211,12 @@
211 211  3.30 Beta 3
212 212  )))|(((
213 213  **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()**
214 -)))|(% colspan="1" %)(% colspan="1" %)
215 -(((
216 -
217 217  )))
218 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
350 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
219 219  (((
220 220  //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()//
221 221  )))
222 -|(% colspan="4" %)(% colspan="4" %)
354 +|(% colspan="3" %)(% colspan="3" %)
223 223  (((
224 224  == 3.20 ==
225 225  )))
... ... @@ -229,11 +229,8 @@
229 229  3.20 Beta 1
230 230  )))|(((
231 231  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
232 -)))|(% colspan="1" %)(% colspan="1" %)
233 -(((
234 -
235 235  )))
236 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
365 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
237 237  (((
238 238  //Old params: param = attacked object, param2 = attack method, param3 = attacked component//
239 239  //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
... ... @@ -248,11 +248,8 @@
248 248  )))|(% colspan="1" %)(% colspan="1" %)
249 249  (((
250 250  Removed script property $trade.**restriction.faction**
251 -)))|(% colspan="1" %)(% colspan="1" %)
252 -(((
253 -
254 254  )))
255 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
381 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
256 256  (((
257 257  //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
258 258  )))
... ... @@ -262,15 +262,12 @@
262 262  3.20 Beta 1
263 263  )))|(((
264 264  **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
265 -)))|(% colspan="1" %)(% colspan="1" %)
266 -(((
267 -
268 268  )))
269 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
392 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
270 270  (((
271 271  //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.//
272 272  )))
273 -|(% colspan="4" %)(% colspan="4" %)
396 +|(% colspan="3" %)(% colspan="3" %)
274 274  (((
275 275  == 3.10 ==
276 276  )))
... ... @@ -283,15 +283,12 @@
283 283  )))|(% colspan="1" %)(% colspan="1" %)
284 284  (((
285 285  Removed script action **<add_build/>**
286 -)))|(% colspan="1" %)(% colspan="1" %)
287 -(((
288 -
289 289  )))
290 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
410 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
291 291  (((
292 292  //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.//
293 293  )))
294 -|(% colspan="4" %)(% colspan="4" %)
414 +|(% colspan="3" %)(% colspan="3" %)
295 295  (((
296 296  == 3.00 ==
297 297  )))
... ... @@ -304,11 +304,8 @@
304 304  )))|(% colspan="1" %)(% colspan="1" %)
305 305  (((
306 306  Changed behaviour of script action **<get_suitable_job/>**
307 -)))|(% colspan="1" %)(% colspan="1" %)
308 -(((
309 -
310 310  )))
311 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
428 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
312 312  (((
313 313  //<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.//
314 314  )))
... ... @@ -321,11 +321,8 @@
321 321  )))|(% colspan="1" %)(% colspan="1" %)
322 322  (((
323 323  Changed behaviour of script action **<get_ware_definition/>**
324 -)))|(% colspan="1" %)(% colspan="1" %)
325 -(((
326 -
327 327  )))
328 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
442 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
329 329  (((
330 330  //<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.//
331 331  )))
... ... @@ -338,11 +338,8 @@
338 338  )))|(% colspan="1" %)(% colspan="1" %)
339 339  (((
340 340  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
341 -)))|(% colspan="1" %)(% colspan="1" %)
342 -(((
343 -
344 344  )))
345 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
456 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
346 346  (((
347 347  //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.)\\
348 348  
... ... @@ -357,11 +357,8 @@
357 357  )))|(% colspan="1" %)(% colspan="1" %)
358 358  (((
359 359  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
360 -)))|(% colspan="1" %)(% colspan="1" %)
361 -(((
362 -
363 363  )))
364 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
472 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
365 365  (((
366 366  //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.//
367 367  )))
... ... @@ -374,11 +374,8 @@
374 374  )))|(% colspan="1" %)(% colspan="1" %)
375 375  (((
376 376  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
377 -)))|(% colspan="1" %)(% colspan="1" %)
378 -(((
379 -
380 380  )))
381 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
486 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
382 382  (((
383 383  //Before the change, positions are relative to $dockingbay.parent.
384 384  After the change, positions are relative to $dockingbay as specified in the documentation.//
... ... @@ -392,11 +392,8 @@
392 392  )))|(% colspan="1" %)(% colspan="1" %)
393 393  (((
394 394  Support for entity flag "**skillsvisible**" dropped
395 -)))|(% colspan="1" %)(% colspan="1" %)
396 -(((
397 -
398 398  )))
399 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
501 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
400 400  (((
401 401  //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().//
402 402  )))
... ... @@ -406,11 +406,8 @@
406 406  3.0 Beta 2
407 407  )))|(((
408 408  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
409 -)))|(% colspan="1" %)(% colspan="1" %)
410 -(((
411 -
412 412  )))
413 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
512 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
414 414  (((
415 415  //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.
416 416  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.
... ... @@ -426,11 +426,8 @@
426 426  )))|(% colspan="1" %)(% colspan="1" %)
427 427  (((
428 428  **MissionBoard** support dropped
429 -)))|(% colspan="1" %)(% colspan="1" %)
430 -(((
431 -
432 432  )))
433 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
529 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
434 434  (((
435 435  //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.//
436 436  )))
... ... @@ -440,11 +440,8 @@
440 440  3.0 Beta 1
441 441  )))|(((
442 442  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
443 -)))|(% colspan="1" %)(% colspan="1" %)
444 -(((
445 -
446 446  )))
447 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
540 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
448 448  (((
449 449  //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.//
450 450  )))
... ... @@ -457,11 +457,8 @@
457 457  )))|(% colspan="1" %)(% colspan="1" %)
458 458  (((
459 459  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
460 -)))|(% colspan="1" %)(% colspan="1" %)
461 -(((
462 -
463 463  )))
464 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
554 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
465 465  (((
466 466  //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.//
467 467  )))
... ... @@ -474,11 +474,8 @@
474 474  )))|(% colspan="1" %)(% colspan="1" %)
475 475  (((
476 476  Script action **<set_doors_locked/>** attribute **'group'** changed
477 -)))|(% colspan="1" %)(% colspan="1" %)
478 -(((
479 -
480 480  )))
481 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
568 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
482 482  (((
483 483  //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.//
484 484  )))
... ... @@ -491,11 +491,8 @@
491 491  )))|(% colspan="1" %)(% colspan="1" %)
492 492  (((
493 493  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
494 -)))|(% colspan="1" %)(% colspan="1" %)
495 -(((
496 -
497 497  )))
498 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
582 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
499 499  (((
500 500  //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.//
501 501  )))
... ... @@ -508,11 +508,8 @@
508 508  )))|(% colspan="1" %)(% colspan="1" %)
509 509  (((
510 510  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
511 -)))|(% colspan="1" %)(% colspan="1" %)
512 -(((
513 -
514 514  )))
515 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
596 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
516 516  (((
517 517  //These actions had no effect and were removed.//
518 518  )))
... ... @@ -525,11 +525,8 @@
525 525  )))|(% colspan="1" %)(% colspan="1" %)
526 526  (((
527 527  **<setup_conversation_minigame/>** script action removed
528 -)))|(% colspan="1" %)(% colspan="1" %)
529 -(((
530 -
531 531  )))
532 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
610 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
533 533  (((
534 534  //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.//
535 535  )))
... ... @@ -542,11 +542,8 @@
542 542  )))|(% colspan="1" %)(% colspan="1" %)
543 543  (((
544 544  <add_player_choice_*> **confidence** attribute removed
545 -)))|(% colspan="1" %)(% colspan="1" %)
546 -(((
547 -
548 548  )))
549 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
624 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
550 550  (((
551 551  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
552 552  )))
... ... @@ -559,11 +559,8 @@
559 559  )))|(% colspan="1" %)(% colspan="1" %)
560 560  (((
561 561  **<hack_via_control_panel/>** script action removed
562 -)))|(% colspan="1" %)(% colspan="1" %)
563 -(((
564 -
565 565  )))
566 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
638 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
567 567  (((
568 568  //Unused script action <hack_via_control_panel/> was removed.//
569 569  )))
... ... @@ -576,11 +576,8 @@
576 576  )))|(% colspan="1" %)(% colspan="1" %)
577 577  (((
578 578  **Lua: **GetMiniGameCursorPosition() removed
579 -)))|(% colspan="1" %)(% colspan="1" %)
580 -(((
581 -
582 582  )))
583 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
652 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
584 584  (((
585 585  //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.//
586 586  )))
... ... @@ -590,11 +590,8 @@
590 590  3.0 Beta 1
591 591  )))|(((
592 592  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
593 -)))|(% colspan="1" %)(% colspan="1" %)
594 -(((
595 -
596 596  )))
597 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
663 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
598 598  (((
599 599  //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.//
600 600  )))
... ... @@ -607,11 +607,8 @@
607 607  )))|(% colspan="1" %)(% colspan="1" %)
608 608  (((
609 609  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
610 -)))|(% colspan="1" %)(% colspan="1" %)
611 -(((
612 -
613 613  )))
614 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
677 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
615 615  (((
616 616  //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.//
617 617  )))
... ... @@ -624,11 +624,8 @@
624 624  )))|(% colspan="1" %)(% colspan="1" %)
625 625  (((
626 626  **$ware.illegal** updated
627 -)))|(% colspan="1" %)(% colspan="1" %)
628 -(((
629 -
630 630  )))
631 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
691 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
632 632  (((
633 633  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
634 634  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -642,11 +642,8 @@
642 642  )))|(% colspan="1" %)(% colspan="1" %)
643 643  (((
644 644  MD script **RML_Flight_Along_Path** removed
645 -)))|(% colspan="1" %)(% colspan="1" %)
646 -(((
647 -
648 648  )))
649 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
706 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
650 650  (((
651 651  //The MD script RML_Flight_Along_Path was not referened and was removed.//
652 652  )))
... ... @@ -659,11 +659,8 @@
659 659  )))|(% colspan="1" %)(% colspan="1" %)
660 660  (((
661 661  parameters of **<event_venture_mission_completed/>** changed
662 -)))|(% colspan="1" %)(% colspan="1" %)
663 -(((
664 -
665 665  )))
666 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
720 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
667 667  (((
668 668  //old params: param = venture details, param2 = ships involved, param3 = duration//
669 669  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -675,11 +675,8 @@
675 675  )))|(((
676 676  **<set_object_wing_name/>** removed,
677 677  **<set_object_fleet_name/>** added
678 -)))|(% colspan="1" %)(% colspan="1" %)
679 -(((
680 -
681 681  )))
682 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
733 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
683 683  (((
684 684  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
685 685  )))
... ... @@ -690,15 +690,12 @@
690 690  )))|(((
691 691  **$controllable.wing.*** removed,
692 692  **$controllable.fleet.*** added
693 -)))|(% colspan="1" %)(% colspan="1" %)
694 -(((
695 -
696 696  )))
697 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
745 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
698 698  (((
699 699  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
700 700  )))
701 -|(% colspan="4" %)(% colspan="4" %)
749 +|(% colspan="3" %)(% colspan="3" %)
702 702  (((
703 703  == 2.60 ==
704 704  )))
... ... @@ -708,11 +708,8 @@
708 708  2.60 Beta 1
709 709  )))|(((
710 710  '**checkoperational**' filter behaviour changed
711 -)))|(% colspan="1" %)(% colspan="1" %)
712 -(((
713 -
714 714  )))
715 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
760 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
716 716  (((
717 717  //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.//
718 718  
... ... @@ -724,15 +724,12 @@
724 724  2.60 Beta 1
725 725  )))|(((
726 726  $container.**supplyresources** behavior changed
727 -)))|(% colspan="1" %)(% colspan="1" %)
728 -(((
729 -
730 730  )))
731 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
773 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
732 732  (((
733 733  //The script keyword $container.supplyresources now includes reserved wares.//
734 734  )))
735 -|(% colspan="4" %)(% colspan="4" %)
777 +|(% colspan="3" %)(% colspan="3" %)
736 736  (((
737 737  == 2.20 ==
738 738  )))
... ... @@ -745,11 +745,8 @@
745 745  )))|(% colspan="1" %)(% colspan="1" %)
746 746  (((
747 747  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
748 -)))|(% colspan="1" %)(% colspan="1" %)
749 -(((
750 -
751 751  )))
752 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
791 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
753 753  (((
754 754  //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.
755 755  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.//
... ... @@ -766,15 +766,12 @@
766 766  )))|(% colspan="1" %)(% colspan="1" %)
767 767  (((
768 768  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
769 -)))|(% colspan="1" %)(% colspan="1" %)
770 -(((
771 -
772 772  )))
773 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
809 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
774 774  (((
775 775  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
776 776  )))
777 -|(% colspan="4" %)(% colspan="4" %)
813 +|(% colspan="3" %)(% colspan="3" %)
778 778  (((
779 779  == 2.00 ==
780 780  )))
... ... @@ -787,11 +787,8 @@
787 787  )))|(% colspan="1" %)(% colspan="1" %)
788 788  (((
789 789  **<event_build_finished/> **param2 now returns null instead of a construction sequence
790 -)))|(% colspan="1" %)(% colspan="1" %)
791 -(((
792 -
793 793  )))
794 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
827 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
795 795  (((
796 796  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
797 797  )))
... ... @@ -804,11 +804,8 @@
804 804  )))|(% colspan="1" %)(% colspan="1" %)
805 805  (((
806 806  **param.boarding.{...}** strength parameters removed
807 -)))|(% colspan="1" %)(% colspan="1" %)
808 -(((
809 -
810 810  )))
811 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
841 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
812 812  (((
813 813  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
814 814  )))
... ... @@ -821,11 +821,8 @@
821 821  )))|(% colspan="1" %)(% colspan="1" %)
822 822  (((
823 823  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
824 -)))|(% colspan="1" %)(% colspan="1" %)
825 -(((
826 -
827 827  )))
828 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
855 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
829 829  (((
830 830  //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.//
831 831  )))
... ... @@ -835,11 +835,8 @@
835 835  2.00 Beta 1
836 836  )))|(((
837 837  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
838 -)))|(% colspan="1" %)(% colspan="1" %)
839 -(((
840 -
841 841  )))
842 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
866 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
843 843  (((
844 844  //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.//
845 845  )))
... ... @@ -849,11 +849,8 @@
849 849  2.00 Beta 1
850 850  )))|(((
851 851  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
852 -)))|(% colspan="1" %)(% colspan="1" %)
853 -(((
854 -
855 855  )))
856 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
877 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
857 857  (((
858 858  //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.//
859 859  //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.//
... ... @@ -864,11 +864,8 @@
864 864  2.00 Beta 1
865 865  )))|(((
866 866  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
867 -)))|(% colspan="1" %)(% colspan="1" %)
868 -(((
869 -
870 870  )))
871 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
889 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
872 872  (((
873 873  //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.//
874 874  )))
... ... @@ -878,11 +878,8 @@
878 878  2.00 Beta 1
879 879  )))|(((
880 880  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
881 -)))|(% colspan="1" %)(% colspan="1" %)
882 -(((
883 -
884 884  )))
885 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
900 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
886 886  (((
887 887  //For prior behavior, check for event.param being non-null.//
888 888  )))
... ... @@ -892,11 +892,8 @@
892 892  2.00 Beta 1
893 893  )))|(((
894 894  **<shoot/>/<shoot_at/>** attribute changes.
895 -)))|(% colspan="1" %)(% colspan="1" %)
896 -(((
897 -
898 898  )))
899 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
911 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
900 900  (((
901 901  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
902 902  //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.//
... ... @@ -909,12 +909,9 @@
909 909  )))|(((
910 910  2.00 Beta 1
911 911  )))|(((
912 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
913 -)))|(% colspan="1" %)(% colspan="1" %)
914 -(((
915 -
924 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
916 916  )))
917 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
926 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
918 918  (((
919 919  //Added possibility to query build tasks of a certain buildmodule.//
920 920  )))
... ... @@ -924,11 +924,8 @@
924 924  2.00 Beta 1
925 925  )))|(((
926 926  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
927 -)))|(% colspan="1" %)(% colspan="1" %)
928 -(((
929 -
930 930  )))
931 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
937 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
932 932  (((
933 933  //Added list of resources a buildmodule needs to build.//
934 934  )))
... ... @@ -938,11 +938,8 @@
938 938  2.00 Beta 1
939 939  )))|(((
940 940  (% 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);" %)
941 -)))|(% colspan="1" %)(% colspan="1" %)
942 -(((
943 -
944 944  )))
945 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
948 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
946 946  (((
947 947  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
948 948  )))
... ... @@ -951,16 +951,13 @@
951 951  )))|(((
952 952  2.00 Beta 1
953 953  )))|(((
954 -**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" %)
955 -)))|(% colspan="1" %)(% colspan="1" %)
956 -(((
957 -
957 +**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.
958 958  )))
959 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
959 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
960 960  (((
961 961  //Changed return value type to const char* to better identify failure reasons in Lua script.//
962 962  )))
963 -|(% colspan="4" %)(% colspan="4" %)
963 +|(% colspan="3" %)(% colspan="3" %)
964 964  (((
965 965  == 1.50 ==
966 966  )))
... ... @@ -969,12 +969,9 @@
969 969  )))|(((
970 970  1.50 Beta 3
971 971  )))|(((
972 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
973 -)))|(% colspan="1" %)(% colspan="1" %)
974 -(((
975 -
972 +**Lua: GetComponentData() **changed behavior of "docksizes" property.
976 976  )))
977 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
974 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
978 978  (((
979 979  //The "docksizes" property no longer includes internal ship storage docks.//
980 980  )))
... ... @@ -984,11 +984,8 @@
984 984  1.50 Beta 2
985 985  )))|(((
986 986  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
987 -)))|(% colspan="1" %)(% colspan="1" %)
988 -(((
989 -
990 990  )))
991 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
985 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
992 992  (((
993 993  //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".//
994 994  
... ... @@ -1001,12 +1001,9 @@
1001 1001  )))|(((
1002 1002  1.50 Beta 2
1003 1003  )))|(((
1004 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
1005 -)))|(% colspan="1" %)(% colspan="1" %)
1006 -(((
1007 -
998 +**FFI: UpgradeGroupInfo **datatype was changed.
1008 1008  )))
1009 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1000 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1010 1010  (((
1011 1011  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1012 1012  )))
... ... @@ -1019,11 +1019,8 @@
1019 1019  )))|(% colspan="1" %)(% colspan="1" %)
1020 1020  (((
1021 1021  **FFI: SetGuidance()** removed useinfopoint argument.
1022 -)))|(% colspan="1" %)(% colspan="1" %)
1023 -(((
1024 -
1025 1025  )))
1026 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1014 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1027 1027  (((
1028 1028  //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.
1029 1029  //
... ... @@ -1035,16 +1035,13 @@
1035 1035  )))|(((
1036 1036  1.50 Beta 1
1037 1037  )))|(((
1038 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1039 -)))|(% colspan="1" %)(% colspan="1" %)
1040 -(((
1041 -
1026 +**FFI: CancelConstruction() **changed its return value.
1042 1042  )))
1043 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1028 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1044 1044  (((
1045 1045  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
1046 1046  )))
1047 -|(% colspan="4" %)(% colspan="4" %)
1032 +|(% colspan="3" %)(% colspan="3" %)
1048 1048  (((
1049 1049  == 1.32 ==
1050 1050  )))
... ... @@ -1054,15 +1054,12 @@
1054 1054  1.32
1055 1055  )))|(((
1056 1056  **Lua: GetComponentData() **removed the "nextdestname" property.
1057 -)))|(% colspan="1" %)(% colspan="1" %)
1058 -(((
1059 -
1060 1060  )))
1061 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1043 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1062 1062  (((
1063 1063  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1064 1064  )))
1065 -|(% colspan="4" %)(% colspan="4" %)
1047 +|(% colspan="3" %)(% colspan="3" %)
1066 1066  (((
1067 1067  == 1.20 ==
1068 1068  )))
... ... @@ -1071,12 +1071,9 @@
1071 1071  )))|(((
1072 1072  1.20
1073 1073  )))|(((
1074 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1075 -)))|(% colspan="1" %)(% colspan="1" %)
1076 -(((
1077 -
1056 +**FFI: GetAAOption()** got a new "useconfig" parameter.
1078 1078  )))
1079 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1058 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1080 1080  (((
1081 1081  //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.//
1082 1082  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -103285157
1 +138872528
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/103285157/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/138872528/Breaking Changes