Changes for page Breaking Changes

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

From version 87.1
edited by owen
on 2021/06/10 13:19
Change comment: There is no comment for this version
To version 60.1
edited by cbj
on 2020/04/27 18:17
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
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1 -xwiki:XWiki.owen
1 +xwiki:XWiki.cbj
Content
... ... @@ -24,199 +24,9 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 -)))|=(% colspan="1" %)(% colspan="1" %)
28 -(((
29 -
30 30  )))
31 -|(% colspan="4" %)(% colspan="4" %)
28 +|(% colspan="3" %)(% colspan="3" %)
32 32  (((
33 -== 4.10 ==
34 -)))
35 -|(((
36 -Scripts
37 -)))|(((
38 -4.10 Beta 1
39 -)))|(((
40 -People related attributes of mission** <delivery> **node moved
41 -)))|(((
42 -
43 -)))
44 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
45 -(((
46 -//The <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.//
47 -)))
48 -|(% colspan="1" %)(% colspan="1" %)
49 -(((
50 -Scripts
51 -)))|(% colspan="1" %)(% colspan="1" %)
52 -(((
53 -4.10 Beta 1
54 -)))|(% colspan="1" %)(% colspan="1" %)
55 -(((
56 -**$destructible.productions** replaced with $defensible.productions
57 -)))|(% colspan="1" %)(% colspan="1" %)
58 -(((
59 -
60 -)))
61 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
62 -(((
63 -//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
64 -)))|(% colspan="1" %)(% colspan="1" %)
65 -(((
66 -
67 -)))
68 -|(((
69 -Scripts
70 -)))|(((
71 -4.10 Beta 1
72 -)))|(((
73 -Removed script property **$object.spawnsourceseed**
74 -)))|(((
75 -
76 -)))
77 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
78 -(((
79 -//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.//
80 -)))
81 -|(% colspan="4" %)(% colspan="4" %)
82 -(((
83 -== 4.00 ==
84 -)))
85 -|(% colspan="1" %)(% colspan="1" %)
86 -(((
87 -UI core
88 -)))|(% colspan="1" %)(% colspan="1" %)
89 -(((
90 -4.00 Beta 10
91 -)))|(% colspan="1" %)(% colspan="1" %)
92 -(((
93 -Controlled ship can change without a **gameplanchange-event** occurring.
94 -)))|(% colspan="1" %)(% colspan="1" %)
95 -(((
96 -
97 -)))
98 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
99 -(((
100 -//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).
101 -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.
102 -//
103 -)))|(% colspan="1" %)(% colspan="1" %)
104 -(((
105 -
106 -)))
107 -|(((
108 -Scripts
109 -)))|(((
110 -4.00 Beta 7
111 -)))|(((
112 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
113 -)))|(((
114 -
115 -)))
116 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
117 -(((
118 -//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
119 -New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
120 -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//
121 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
122 -(((
123 -
124 -)))
125 -|(% colspan="1" %)(% colspan="1" %)
126 -(((
127 -UI core
128 -)))|(% colspan="1" %)(% colspan="1" %)
129 -(((
130 -4.00 Beta 6
131 -)))|(% colspan="1" %)(% colspan="1" %)
132 -(((
133 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
134 -)))|(% colspan="1" %)(% colspan="1" %)
135 -(((
136 -
137 -)))
138 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
139 -(((
140 -//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.
141 -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).//
142 -
143 -//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
144 -//
145 -)))|(% colspan="1" %)(% colspan="1" %)
146 -(((
147 -
148 -)))
149 -|(% colspan="1" %)(% colspan="1" %)
150 -(((
151 -UI core
152 -)))|(% colspan="1" %)(% colspan="1" %)
153 -(((
154 -4.00 Beta 5
155 -)))|(% colspan="1" %)(% colspan="1" %)
156 -(((
157 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
158 -)))|(% colspan="1" %)(% colspan="1" %)
159 -(((
160 -
161 -)))
162 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
163 -(((
164 -//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.//
165 -
166 -//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).
167 -)))|(% colspan="1" %)(% colspan="1" %)
168 -(((
169 -
170 -)))
171 -|(((
172 -Parameters
173 -)))|(((
174 -4.00 Beta 1
175 -)))|(((
176 -**requiresconstructionvessel** parameter moved
177 -)))|(((
178 -
179 -)))
180 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
181 -(((
182 -//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
183 -)))
184 -|(((
185 -Scripts
186 -)))|(((
187 -4.00 Beta 1
188 -)))|(((
189 -Changed behaviour of **gatedistance** script property
190 -)))|(((
191 -
192 -)))
193 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
194 -(((
195 -//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
196 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
197 -(((
198 -
199 -)))
200 -|(% colspan="4" %)(% colspan="4" %)
201 -(((
202 -== 3.30 ==
203 -)))
204 -|(((
205 -UI extensions
206 -)))|(((
207 -3.30 Beta 3
208 -)))|(((
209 -**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()**
210 -)))|(% colspan="1" %)(% colspan="1" %)
211 -(((
212 -
213 -)))
214 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
215 -(((
216 -//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()//
217 -)))
218 -|(% colspan="4" %)(% colspan="4" %)
219 -(((
220 220  == 3.20 ==
221 221  )))
222 222  |(((
... ... @@ -225,49 +225,15 @@
225 225  3.20 Beta 1
226 226  )))|(((
227 227  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
228 -)))|(% colspan="1" %)(% colspan="1" %)
229 -(((
230 -
231 231  )))
232 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
39 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
233 233  (((
234 234  //Old params: param = attacked object, param2 = attack method, param3 = attacked component//
235 235  //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
236 236  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//
237 237  )))
238 -|(% colspan="1" %)(% colspan="1" %)
45 +|(% colspan="3" %)(% colspan="3" %)
239 239  (((
240 -Scripts
241 -)))|(% colspan="1" %)(% colspan="1" %)
242 -(((
243 -3.20 Beta 1
244 -)))|(% colspan="1" %)(% colspan="1" %)
245 -(((
246 -Removed script property $trade.**restriction.faction**
247 -)))|(% colspan="1" %)(% colspan="1" %)
248 -(((
249 -
250 -)))
251 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
252 -(((
253 -//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
254 -)))
255 -|(((
256 -UI extensions
257 -)))|(((
258 -3.20 Beta 1
259 -)))|(((
260 -**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
261 -)))|(% colspan="1" %)(% colspan="1" %)
262 -(((
263 -
264 -)))
265 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
266 -(((
267 -//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.//
268 -)))
269 -|(% colspan="4" %)(% colspan="4" %)
270 -(((
271 271  == 3.10 ==
272 272  )))
273 273  |(% colspan="1" %)(% colspan="1" %)
... ... @@ -279,15 +279,12 @@
279 279  )))|(% colspan="1" %)(% colspan="1" %)
280 280  (((
281 281  Removed script action **<add_build/>**
282 -)))|(% colspan="1" %)(% colspan="1" %)
283 -(((
284 -
285 285  )))
286 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
59 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
287 287  (((
288 -//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.//
61 +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.
289 289  )))
290 -|(% colspan="4" %)(% colspan="4" %)
63 +|(% colspan="3" %)(% colspan="3" %)
291 291  (((
292 292  == 3.00 ==
293 293  )))
... ... @@ -300,13 +300,10 @@
300 300  )))|(% colspan="1" %)(% colspan="1" %)
301 301  (((
302 302  Changed behaviour of script action **<get_suitable_job/>**
303 -)))|(% colspan="1" %)(% colspan="1" %)
304 -(((
305 -
306 306  )))
307 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
77 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
308 308  (((
309 -//<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.//
79 +<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.
310 310  )))
311 311  |(% colspan="1" %)(% colspan="1" %)
312 312  (((
... ... @@ -317,11 +317,8 @@
317 317  )))|(% colspan="1" %)(% colspan="1" %)
318 318  (((
319 319  Changed behaviour of script action **<get_ware_definition/>**
320 -)))|(% colspan="1" %)(% colspan="1" %)
321 -(((
322 -
323 323  )))
324 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
91 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
325 325  (((
326 326  //<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.//
327 327  )))
... ... @@ -334,11 +334,8 @@
334 334  )))|(% colspan="1" %)(% colspan="1" %)
335 335  (((
336 336  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
337 -)))|(% colspan="1" %)(% colspan="1" %)
338 -(((
339 -
340 340  )))
341 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
105 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
342 342  (((
343 343  //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.)\\
344 344  
... ... @@ -353,11 +353,8 @@
353 353  )))|(% colspan="1" %)(% colspan="1" %)
354 354  (((
355 355  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
356 -)))|(% colspan="1" %)(% colspan="1" %)
357 -(((
358 -
359 359  )))
360 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
121 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
361 361  (((
362 362  //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.//
363 363  )))
... ... @@ -370,11 +370,8 @@
370 370  )))|(% colspan="1" %)(% colspan="1" %)
371 371  (((
372 372  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
373 -)))|(% colspan="1" %)(% colspan="1" %)
374 -(((
375 -
376 376  )))
377 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
135 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
378 378  (((
379 379  //Before the change, positions are relative to $dockingbay.parent.
380 380  After the change, positions are relative to $dockingbay as specified in the documentation.//
... ... @@ -388,11 +388,8 @@
388 388  )))|(% colspan="1" %)(% colspan="1" %)
389 389  (((
390 390  Support for entity flag "**skillsvisible**" dropped
391 -)))|(% colspan="1" %)(% colspan="1" %)
392 -(((
393 -
394 394  )))
395 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
150 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
396 396  (((
397 397  //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().//
398 398  )))
... ... @@ -402,11 +402,8 @@
402 402  3.0 Beta 2
403 403  )))|(((
404 404  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
405 -)))|(% colspan="1" %)(% colspan="1" %)
406 -(((
407 -
408 408  )))
409 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
161 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
410 410  (((
411 411  //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.
412 412  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.
... ... @@ -422,11 +422,8 @@
422 422  )))|(% colspan="1" %)(% colspan="1" %)
423 423  (((
424 424  **MissionBoard** support dropped
425 -)))|(% colspan="1" %)(% colspan="1" %)
426 -(((
427 -
428 428  )))
429 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
178 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
430 430  (((
431 431  //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.//
432 432  )))
... ... @@ -436,11 +436,8 @@
436 436  3.0 Beta 1
437 437  )))|(((
438 438  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
439 -)))|(% colspan="1" %)(% colspan="1" %)
440 -(((
441 -
442 442  )))
443 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
189 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
444 444  (((
445 445  //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.//
446 446  )))
... ... @@ -453,11 +453,8 @@
453 453  )))|(% colspan="1" %)(% colspan="1" %)
454 454  (((
455 455  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
456 -)))|(% colspan="1" %)(% colspan="1" %)
457 -(((
458 -
459 459  )))
460 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
203 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
461 461  (((
462 462  //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.//
463 463  )))
... ... @@ -470,11 +470,8 @@
470 470  )))|(% colspan="1" %)(% colspan="1" %)
471 471  (((
472 472  Script action **<set_doors_locked/>** attribute **'group'** changed
473 -)))|(% colspan="1" %)(% colspan="1" %)
474 -(((
475 -
476 476  )))
477 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
217 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
478 478  (((
479 479  //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.//
480 480  )))
... ... @@ -487,11 +487,8 @@
487 487  )))|(% colspan="1" %)(% colspan="1" %)
488 488  (((
489 489  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
490 -)))|(% colspan="1" %)(% colspan="1" %)
491 -(((
492 -
493 493  )))
494 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
231 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
495 495  (((
496 496  //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.//
497 497  )))
... ... @@ -504,11 +504,8 @@
504 504  )))|(% colspan="1" %)(% colspan="1" %)
505 505  (((
506 506  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
507 -)))|(% colspan="1" %)(% colspan="1" %)
508 -(((
509 -
510 510  )))
511 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
245 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
512 512  (((
513 513  //These actions had no effect and were removed.//
514 514  )))
... ... @@ -521,11 +521,8 @@
521 521  )))|(% colspan="1" %)(% colspan="1" %)
522 522  (((
523 523  **<setup_conversation_minigame/>** script action removed
524 -)))|(% colspan="1" %)(% colspan="1" %)
525 -(((
526 -
527 527  )))
528 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
259 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
529 529  (((
530 530  //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.//
531 531  )))
... ... @@ -538,11 +538,8 @@
538 538  )))|(% colspan="1" %)(% colspan="1" %)
539 539  (((
540 540  <add_player_choice_*> **confidence** attribute removed
541 -)))|(% colspan="1" %)(% colspan="1" %)
542 -(((
543 -
544 544  )))
545 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
273 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
546 546  (((
547 547  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
548 548  )))
... ... @@ -555,11 +555,8 @@
555 555  )))|(% colspan="1" %)(% colspan="1" %)
556 556  (((
557 557  **<hack_via_control_panel/>** script action removed
558 -)))|(% colspan="1" %)(% colspan="1" %)
559 -(((
560 -
561 561  )))
562 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
287 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
563 563  (((
564 564  //Unused script action <hack_via_control_panel/> was removed.//
565 565  )))
... ... @@ -572,11 +572,8 @@
572 572  )))|(% colspan="1" %)(% colspan="1" %)
573 573  (((
574 574  **Lua: **GetMiniGameCursorPosition() removed
575 -)))|(% colspan="1" %)(% colspan="1" %)
576 -(((
577 -
578 578  )))
579 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
301 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
580 580  (((
581 581  //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.//
582 582  )))
... ... @@ -586,11 +586,8 @@
586 586  3.0 Beta 1
587 587  )))|(((
588 588  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
589 -)))|(% colspan="1" %)(% colspan="1" %)
590 -(((
591 -
592 592  )))
593 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
312 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
594 594  (((
595 595  //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.//
596 596  )))
... ... @@ -603,11 +603,8 @@
603 603  )))|(% colspan="1" %)(% colspan="1" %)
604 604  (((
605 605  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
606 -)))|(% colspan="1" %)(% colspan="1" %)
607 -(((
608 -
609 609  )))
610 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
326 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
611 611  (((
612 612  //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.//
613 613  )))
... ... @@ -620,11 +620,8 @@
620 620  )))|(% colspan="1" %)(% colspan="1" %)
621 621  (((
622 622  **$ware.illegal** updated
623 -)))|(% colspan="1" %)(% colspan="1" %)
624 -(((
625 -
626 626  )))
627 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
340 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
628 628  (((
629 629  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
630 630  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -638,11 +638,8 @@
638 638  )))|(% colspan="1" %)(% colspan="1" %)
639 639  (((
640 640  MD script **RML_Flight_Along_Path** removed
641 -)))|(% colspan="1" %)(% colspan="1" %)
642 -(((
643 -
644 644  )))
645 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
355 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
646 646  (((
647 647  //The MD script RML_Flight_Along_Path was not referened and was removed.//
648 648  )))
... ... @@ -655,11 +655,8 @@
655 655  )))|(% colspan="1" %)(% colspan="1" %)
656 656  (((
657 657  parameters of **<event_venture_mission_completed/>** changed
658 -)))|(% colspan="1" %)(% colspan="1" %)
659 -(((
660 -
661 661  )))
662 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
369 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
663 663  (((
664 664  //old params: param = venture details, param2 = ships involved, param3 = duration//
665 665  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -671,11 +671,8 @@
671 671  )))|(((
672 672  **<set_object_wing_name/>** removed,
673 673  **<set_object_fleet_name/>** added
674 -)))|(% colspan="1" %)(% colspan="1" %)
675 -(((
676 -
677 677  )))
678 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
382 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
679 679  (((
680 680  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
681 681  )))
... ... @@ -686,15 +686,12 @@
686 686  )))|(((
687 687  **$controllable.wing.*** removed,
688 688  **$controllable.fleet.*** added
689 -)))|(% colspan="1" %)(% colspan="1" %)
690 -(((
691 -
692 692  )))
693 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
394 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
694 694  (((
695 695  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
696 696  )))
697 -|(% colspan="4" %)(% colspan="4" %)
398 +|(% colspan="3" %)(% colspan="3" %)
698 698  (((
699 699  == 2.60 ==
700 700  )))
... ... @@ -704,11 +704,8 @@
704 704  2.60 Beta 1
705 705  )))|(((
706 706  '**checkoperational**' filter behaviour changed
707 -)))|(% colspan="1" %)(% colspan="1" %)
708 -(((
709 -
710 710  )))
711 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
409 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
712 712  (((
713 713  //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.//
714 714  
... ... @@ -720,15 +720,12 @@
720 720  2.60 Beta 1
721 721  )))|(((
722 722  $container.**supplyresources** behavior changed
723 -)))|(% colspan="1" %)(% colspan="1" %)
724 -(((
725 -
726 726  )))
727 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
422 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
728 728  (((
729 729  //The script keyword $container.supplyresources now includes reserved wares.//
730 730  )))
731 -|(% colspan="4" %)(% colspan="4" %)
426 +|(% colspan="3" %)(% colspan="3" %)
732 732  (((
733 733  == 2.20 ==
734 734  )))
... ... @@ -741,11 +741,8 @@
741 741  )))|(% colspan="1" %)(% colspan="1" %)
742 742  (((
743 743  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
744 -)))|(% colspan="1" %)(% colspan="1" %)
745 -(((
746 -
747 747  )))
748 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
440 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
749 749  (((
750 750  //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.
751 751  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.//
... ... @@ -762,15 +762,12 @@
762 762  )))|(% colspan="1" %)(% colspan="1" %)
763 763  (((
764 764  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
765 -)))|(% colspan="1" %)(% colspan="1" %)
766 -(((
767 -
768 768  )))
769 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
458 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
770 770  (((
771 771  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
772 772  )))
773 -|(% colspan="4" %)(% colspan="4" %)
462 +|(% colspan="3" %)(% colspan="3" %)
774 774  (((
775 775  == 2.00 ==
776 776  )))
... ... @@ -783,11 +783,8 @@
783 783  )))|(% colspan="1" %)(% colspan="1" %)
784 784  (((
785 785  **<event_build_finished/> **param2 now returns null instead of a construction sequence
786 -)))|(% colspan="1" %)(% colspan="1" %)
787 -(((
788 -
789 789  )))
790 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
476 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
791 791  (((
792 792  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
793 793  )))
... ... @@ -800,11 +800,8 @@
800 800  )))|(% colspan="1" %)(% colspan="1" %)
801 801  (((
802 802  **param.boarding.{...}** strength parameters removed
803 -)))|(% colspan="1" %)(% colspan="1" %)
804 -(((
805 -
806 806  )))
807 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
490 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
808 808  (((
809 809  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
810 810  )))
... ... @@ -817,11 +817,8 @@
817 817  )))|(% colspan="1" %)(% colspan="1" %)
818 818  (((
819 819  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
820 -)))|(% colspan="1" %)(% colspan="1" %)
821 -(((
822 -
823 823  )))
824 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
504 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
825 825  (((
826 826  //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.//
827 827  )))
... ... @@ -831,11 +831,8 @@
831 831  2.00 Beta 1
832 832  )))|(((
833 833  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
834 -)))|(% colspan="1" %)(% colspan="1" %)
835 -(((
836 -
837 837  )))
838 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
515 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
839 839  (((
840 840  //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.//
841 841  )))
... ... @@ -845,11 +845,8 @@
845 845  2.00 Beta 1
846 846  )))|(((
847 847  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
848 -)))|(% colspan="1" %)(% colspan="1" %)
849 -(((
850 -
851 851  )))
852 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
526 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
853 853  (((
854 854  //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.//
855 855  //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.//
... ... @@ -860,11 +860,8 @@
860 860  2.00 Beta 1
861 861  )))|(((
862 862  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
863 -)))|(% colspan="1" %)(% colspan="1" %)
864 -(((
865 -
866 866  )))
867 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
538 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
868 868  (((
869 869  //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.//
870 870  )))
... ... @@ -874,11 +874,8 @@
874 874  2.00 Beta 1
875 875  )))|(((
876 876  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
877 -)))|(% colspan="1" %)(% colspan="1" %)
878 -(((
879 -
880 880  )))
881 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
549 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
882 882  (((
883 883  //For prior behavior, check for event.param being non-null.//
884 884  )))
... ... @@ -888,11 +888,8 @@
888 888  2.00 Beta 1
889 889  )))|(((
890 890  **<shoot/>/<shoot_at/>** attribute changes.
891 -)))|(% colspan="1" %)(% colspan="1" %)
892 -(((
893 -
894 894  )))
895 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
560 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
896 896  (((
897 897  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
898 898  //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.//
... ... @@ -906,11 +906,8 @@
906 906  2.00 Beta 1
907 907  )))|(((
908 908  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
909 -)))|(% colspan="1" %)(% colspan="1" %)
910 -(((
911 -
912 912  )))
913 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
575 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
914 914  (((
915 915  //Added possibility to query build tasks of a certain buildmodule.//
916 916  )))
... ... @@ -920,11 +920,8 @@
920 920  2.00 Beta 1
921 921  )))|(((
922 922  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
923 -)))|(% colspan="1" %)(% colspan="1" %)
924 -(((
925 -
926 926  )))
927 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
586 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
928 928  (((
929 929  //Added list of resources a buildmodule needs to build.//
930 930  )))
... ... @@ -934,11 +934,8 @@
934 934  2.00 Beta 1
935 935  )))|(((
936 936  (% 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);" %)
937 -)))|(% colspan="1" %)(% colspan="1" %)
938 -(((
939 -
940 940  )))
941 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
597 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
942 942  (((
943 943  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
944 944  )))
... ... @@ -948,15 +948,12 @@
948 948  2.00 Beta 1
949 949  )))|(((
950 950  **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" %)
951 -)))|(% colspan="1" %)(% colspan="1" %)
952 -(((
953 -
954 954  )))
955 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
608 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
956 956  (((
957 957  //Changed return value type to const char* to better identify failure reasons in Lua script.//
958 958  )))
959 -|(% colspan="4" %)(% colspan="4" %)
612 +|(% colspan="3" %)(% colspan="3" %)
960 960  (((
961 961  == 1.50 ==
962 962  )))
... ... @@ -966,11 +966,8 @@
966 966  1.50 Beta 3
967 967  )))|(((
968 968  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
969 -)))|(% colspan="1" %)(% colspan="1" %)
970 -(((
971 -
972 972  )))
973 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
623 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
974 974  (((
975 975  //The "docksizes" property no longer includes internal ship storage docks.//
976 976  )))
... ... @@ -980,11 +980,8 @@
980 980  1.50 Beta 2
981 981  )))|(((
982 982  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
983 -)))|(% colspan="1" %)(% colspan="1" %)
984 -(((
985 -
986 986  )))
987 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
634 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
988 988  (((
989 989  //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".//
990 990  
... ... @@ -998,11 +998,8 @@
998 998  1.50 Beta 2
999 999  )))|(((
1000 1000  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
1001 -)))|(% colspan="1" %)(% colspan="1" %)
1002 -(((
1003 -
1004 1004  )))
1005 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
649 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1006 1006  (((
1007 1007  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1008 1008  )))
... ... @@ -1015,11 +1015,8 @@
1015 1015  )))|(% colspan="1" %)(% colspan="1" %)
1016 1016  (((
1017 1017  **FFI: SetGuidance()** removed useinfopoint argument.
1018 -)))|(% colspan="1" %)(% colspan="1" %)
1019 -(((
1020 -
1021 1021  )))
1022 -|(% 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" %)
1023 1023  (((
1024 1024  //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.
1025 1025  //
... ... @@ -1032,15 +1032,12 @@
1032 1032  1.50 Beta 1
1033 1033  )))|(((
1034 1034  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1035 -)))|(% colspan="1" %)(% colspan="1" %)
1036 -(((
1037 -
1038 1038  )))
1039 -|(% 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" %)
1040 1040  (((
1041 1041  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
1042 1042  )))
1043 -|(% colspan="4" %)(% colspan="4" %)
681 +|(% colspan="3" %)(% colspan="3" %)
1044 1044  (((
1045 1045  == 1.32 ==
1046 1046  )))
... ... @@ -1050,15 +1050,12 @@
1050 1050  1.32
1051 1051  )))|(((
1052 1052  **Lua: GetComponentData() **removed the "nextdestname" property.
1053 -)))|(% colspan="1" %)(% colspan="1" %)
1054 -(((
1055 -
1056 1056  )))
1057 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
692 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1058 1058  (((
1059 1059  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1060 1060  )))
1061 -|(% colspan="4" %)(% colspan="4" %)
696 +|(% colspan="3" %)(% colspan="3" %)
1062 1062  (((
1063 1063  == 1.20 ==
1064 1064  )))
... ... @@ -1068,11 +1068,8 @@
1068 1068  1.20
1069 1069  )))|(((
1070 1070  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1071 -)))|(% colspan="1" %)(% colspan="1" %)
1072 -(((
1073 -
1074 1074  )))
1075 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
707 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1076 1076  (((
1077 1077  //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.//
1078 1078  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -103612552
1 +91947541
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/103612552/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91947541/Breaking Changes