Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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Page properties (2 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. florian1 +xwiki:XWiki.owen - Content
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... ... @@ -18,6 +18,7 @@ 18 18 19 19 = Breaking Changes = 20 20 21 +(% class="wrapped" %) 21 21 |=((( 22 22 Type 23 23 )))|=((( ... ... @@ -24,12 +24,105 @@ 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 ((( 35 +Scripts 36 +)))|(% colspan="1" %)(% colspan="1" %) 37 +((( 38 +6.00 Beta 1 39 +)))|(% colspan="1" %)(% colspan="1" %) 40 +((( 41 +Behaviour change for **<match_dock>** script component filter 42 +))) 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 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 46 +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.// 47 +))) 48 +|(% colspan="1" %)(% colspan="1" %) 49 +((( 50 +Scripts 51 +)))|(% colspan="1" %)(% colspan="1" %) 52 +((( 53 +6.00 Beta 1 54 +)))|(% colspan="1" %)(% colspan="1" %) 55 +((( 56 +Changed result attribute location for **<get_attackstrength>** 57 +))) 58 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 59 +((( 60 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 61 +))) 62 +|((( 63 +Assets 64 +)))|((( 65 +6.00 Beta 1 66 +)))|((( 67 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 68 +))) 69 +|(% 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" %) 70 +((( 71 +//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. 72 +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.// 73 +))) 74 +|(% colspan="1" %)(% colspan="1" %) 75 +((( 76 +Scripts 77 +)))|(% colspan="1" %)(% colspan="1" %) 78 +((( 79 +6.00 Beta 1 80 +)))|(% colspan="1" %)(% colspan="1" %) 81 +((( 82 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 83 +))) 84 +|(% 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" %) 85 +((( 86 +//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.// 87 +))) 88 +|((( 89 +Scripts 90 +)))|((( 91 +6.00 Beta 1 92 +)))|((( 93 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 94 +))) 95 +|(% 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" %) 96 +((( 97 +//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.// 98 +))) 99 +|((( 100 +Cutscenes 101 +)))|((( 102 +6.00 Beta 1 103 +)))|((( 104 +Changed behaviour of **<angles>** in cutscenes 105 +))) 106 +|(% colspan="3" %)(% colspan="3" %) 107 +((( 108 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 109 +))) 110 +|(% colspan="3" %)(% colspan="3" %) 111 +((( 112 +== 5.00 == 113 +))) 114 +|((( 115 +Parameters 116 +)))|((( 117 +5.00 Beta 1 118 +)))|((( 119 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 120 +))) 121 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 122 +((( 123 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 124 +))) 125 +|(% colspan="3" %)(% colspan="3" %) 126 +((( 33 33 == 4.10 == 34 34 ))) 35 35 |(% colspan="1" %)(% colspan="1" %) ... ... @@ -37,21 +37,57 @@ 37 37 UI extensions 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 -4.10 Beta 2134 +4.10 Beta 7 41 41 )))|(% colspan="1" %)(% colspan="1" %) 42 42 ((( 43 -**FFI**: SetMacroMapPlayerSectorOffset() deprecated 137 +**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 138 +))) 139 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 140 +((( 141 +//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.// 142 +))) 143 +|(% colspan="1" %)(% colspan="1" %) 144 +((( 145 +UI extensions 44 44 )))|(% colspan="1" %)(% colspan="1" %) 45 45 ((( 46 - 148 +4.10 Beta 6 149 +)))|(% colspan="1" %)(% colspan="1" %) 150 +((( 151 +**FFI**: CustomGameStartPlayerProperty2 changed 47 47 ))) 48 48 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 49 49 ((( 50 -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. 155 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 156 +))) 157 +|(% colspan="1" %)(% colspan="1" %) 158 +((( 159 +Parameters 51 51 )))|(% colspan="1" %)(% colspan="1" %) 52 52 ((( 53 - 162 +4.10 Beta 3 163 +)))|(% colspan="1" %)(% colspan="1" %) 164 +((( 165 +Renamed **<stationinfobox>** to **<infobox>** 54 54 ))) 167 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 168 +((( 169 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 170 +))) 171 +|(% colspan="1" %)(% colspan="1" %) 172 +((( 173 +UI extensions 174 +)))|(% colspan="1" %)(% colspan="1" %) 175 +((( 176 +4.10 Beta 2 177 +)))|(% colspan="1" %)(% colspan="1" %) 178 +((( 179 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 180 +))) 181 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 182 +((( 183 +//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.// 184 +))) 55 55 |((( 56 56 UI extensions 57 57 )))|((( ... ... @@ -58,16 +58,10 @@ 58 58 4.10 Beta 2 59 59 )))|((( 60 60 **FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed 61 -)))|(% colspan="1" %)(% colspan="1" %) 62 -((( 63 - 64 64 ))) 65 -|(% colspan="3" %)(% colspan="3" %) 192 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 66 66 ((( 67 67 //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 68 -)))|(% colspan="1" %)(% colspan="1" %) 69 -((( 70 - 71 71 ))) 72 72 |((( 73 73 Scripts ... ... @@ -75,10 +75,8 @@ 75 75 4.10 Beta 1 76 76 )))|((( 77 77 People related attributes of mission** <delivery> **node moved 78 -)))|((( 79 - 80 80 ))) 81 -|(% 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" %) 82 82 ((( 83 83 //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.// 84 84 ))) ... ... @@ -91,16 +91,10 @@ 91 91 )))|(% colspan="1" %)(% colspan="1" %) 92 92 ((( 93 93 **$destructible.productions** replaced with $defensible.productions 94 -)))|(% colspan="1" %)(% colspan="1" %) 95 -((( 96 - 97 97 ))) 98 98 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 99 99 ((( 100 100 //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 101 -)))|(% colspan="1" %)(% colspan="1" %) 102 -((( 103 - 104 104 ))) 105 105 |((( 106 106 Scripts ... ... @@ -108,14 +108,12 @@ 108 108 4.10 Beta 1 109 109 )))|((( 110 110 Removed script property **$object.spawnsourceseed** 111 -)))|((( 112 - 113 113 ))) 114 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)228 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 115 115 ((( 116 116 //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.// 117 117 ))) 118 -|(% colspan=" 4" %)(% colspan="4" %)232 +|(% colspan="3" %)(% colspan="3" %) 119 119 ((( 120 120 == 4.00 == 121 121 ))) ... ... @@ -128,9 +128,6 @@ 128 128 )))|(% colspan="1" %)(% colspan="1" %) 129 129 ((( 130 130 Controlled ship can change without a **gameplanchange-event** occurring. 131 -)))|(% colspan="1" %)(% colspan="1" %) 132 -((( 133 - 134 134 ))) 135 135 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 136 136 ((( ... ... @@ -137,9 +137,6 @@ 137 137 //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). 138 138 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. 139 139 // 140 -)))|(% colspan="1" %)(% colspan="1" %) 141 -((( 142 - 143 143 ))) 144 144 |((( 145 145 Scripts ... ... @@ -147,8 +147,6 @@ 147 147 4.00 Beta 7 148 148 )))|((( 149 149 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 150 -)))|((( 151 - 152 152 ))) 153 153 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 154 154 ((( ... ... @@ -155,9 +155,6 @@ 155 155 //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 156 156 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 157 157 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// 158 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 159 -((( 160 - 161 161 ))) 162 162 |(% colspan="1" %)(% colspan="1" %) 163 163 ((( ... ... @@ -168,9 +168,6 @@ 168 168 )))|(% colspan="1" %)(% colspan="1" %) 169 169 ((( 170 170 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 171 -)))|(% colspan="1" %)(% colspan="1" %) 172 -((( 173 - 174 174 ))) 175 175 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 176 176 ((( ... ... @@ -179,9 +179,6 @@ 179 179 180 180 //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 181 181 // 182 -)))|(% colspan="1" %)(% colspan="1" %) 183 -((( 184 - 185 185 ))) 186 186 |(% colspan="1" %)(% colspan="1" %) 187 187 ((( ... ... @@ -192,9 +192,6 @@ 192 192 )))|(% colspan="1" %)(% colspan="1" %) 193 193 ((( 194 194 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 195 -)))|(% colspan="1" %)(% colspan="1" %) 196 -((( 197 - 198 198 ))) 199 199 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 200 200 ((( ... ... @@ -201,9 +201,6 @@ 201 201 //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.// 202 202 203 203 //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). 204 -)))|(% colspan="1" %)(% colspan="1" %) 205 -((( 206 - 207 207 ))) 208 208 |((( 209 209 Parameters ... ... @@ -211,10 +211,8 @@ 211 211 4.00 Beta 1 212 212 )))|((( 213 213 **requiresconstructionvessel** parameter moved 214 -)))|((( 215 - 216 216 ))) 217 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)306 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 218 218 ((( 219 219 //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 220 220 ))) ... ... @@ -224,17 +224,12 @@ 224 224 4.00 Beta 1 225 225 )))|((( 226 226 Changed behaviour of **gatedistance** script property 227 -)))|((( 228 - 229 229 ))) 230 230 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 231 231 ((( 232 232 //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 233 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 234 -((( 235 - 236 236 ))) 237 -|(% colspan=" 4" %)(% colspan="4" %)321 +|(% colspan="3" %)(% colspan="3" %) 238 238 ((( 239 239 == 3.30 == 240 240 ))) ... ... @@ -244,15 +244,12 @@ 244 244 3.30 Beta 3 245 245 )))|((( 246 246 **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()** 247 -)))|(% colspan="1" %)(% colspan="1" %) 248 -((( 249 - 250 250 ))) 251 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)332 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 252 252 ((( 253 253 //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()// 254 254 ))) 255 -|(% colspan=" 4" %)(% colspan="4" %)336 +|(% colspan="3" %)(% colspan="3" %) 256 256 ((( 257 257 == 3.20 == 258 258 ))) ... ... @@ -262,11 +262,8 @@ 262 262 3.20 Beta 1 263 263 )))|((( 264 264 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 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" %)347 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 270 270 ((( 271 271 //Old params: param = attacked object, param2 = attack method, param3 = attacked component// 272 272 //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] ... ... @@ -281,11 +281,8 @@ 281 281 )))|(% colspan="1" %)(% colspan="1" %) 282 282 ((( 283 283 Removed script property $trade.**restriction.faction** 284 -)))|(% colspan="1" %)(% colspan="1" %) 285 -((( 286 - 287 287 ))) 288 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)363 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 289 289 ((( 290 290 //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 291 291 ))) ... ... @@ -295,15 +295,12 @@ 295 295 3.20 Beta 1 296 296 )))|((( 297 297 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 298 -)))|(% colspan="1" %)(% colspan="1" %) 299 -((( 300 - 301 301 ))) 302 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)374 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 303 303 ((( 304 304 //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.// 305 305 ))) 306 -|(% colspan=" 4" %)(% colspan="4" %)378 +|(% colspan="3" %)(% colspan="3" %) 307 307 ((( 308 308 == 3.10 == 309 309 ))) ... ... @@ -316,15 +316,12 @@ 316 316 )))|(% colspan="1" %)(% colspan="1" %) 317 317 ((( 318 318 Removed script action **<add_build/>** 319 -)))|(% colspan="1" %)(% colspan="1" %) 320 -((( 321 - 322 322 ))) 323 -|(% 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" %) 324 324 ((( 325 325 //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.// 326 326 ))) 327 -|(% colspan=" 4" %)(% colspan="4" %)396 +|(% colspan="3" %)(% colspan="3" %) 328 328 ((( 329 329 == 3.00 == 330 330 ))) ... ... @@ -337,11 +337,8 @@ 337 337 )))|(% colspan="1" %)(% colspan="1" %) 338 338 ((( 339 339 Changed behaviour of script action **<get_suitable_job/>** 340 -)))|(% colspan="1" %)(% colspan="1" %) 341 -((( 342 - 343 343 ))) 344 -|(% 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" %) 345 345 ((( 346 346 //<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.// 347 347 ))) ... ... @@ -354,11 +354,8 @@ 354 354 )))|(% colspan="1" %)(% colspan="1" %) 355 355 ((( 356 356 Changed behaviour of script action **<get_ware_definition/>** 357 -)))|(% colspan="1" %)(% colspan="1" %) 358 -((( 359 - 360 360 ))) 361 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)424 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 362 362 ((( 363 363 //<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.// 364 364 ))) ... ... @@ -371,11 +371,8 @@ 371 371 )))|(% colspan="1" %)(% colspan="1" %) 372 372 ((( 373 373 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 374 -)))|(% colspan="1" %)(% colspan="1" %) 375 -((( 376 - 377 377 ))) 378 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)438 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 379 379 ((( 380 380 //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.)\\ 381 381 ... ... @@ -390,11 +390,8 @@ 390 390 )))|(% colspan="1" %)(% colspan="1" %) 391 391 ((( 392 392 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 393 -)))|(% colspan="1" %)(% colspan="1" %) 394 -((( 395 - 396 396 ))) 397 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)454 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 398 398 ((( 399 399 //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.// 400 400 ))) ... ... @@ -407,11 +407,8 @@ 407 407 )))|(% colspan="1" %)(% colspan="1" %) 408 408 ((( 409 409 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 410 -)))|(% colspan="1" %)(% colspan="1" %) 411 -((( 412 - 413 413 ))) 414 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)468 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 415 415 ((( 416 416 //Before the change, positions are relative to $dockingbay.parent. 417 417 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -425,11 +425,8 @@ 425 425 )))|(% colspan="1" %)(% colspan="1" %) 426 426 ((( 427 427 Support for entity flag "**skillsvisible**" dropped 428 -)))|(% colspan="1" %)(% colspan="1" %) 429 -((( 430 - 431 431 ))) 432 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)483 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 433 433 ((( 434 434 //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().// 435 435 ))) ... ... @@ -439,11 +439,8 @@ 439 439 3.0 Beta 2 440 440 )))|((( 441 441 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 442 -)))|(% colspan="1" %)(% colspan="1" %) 443 -((( 444 - 445 445 ))) 446 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)494 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 447 447 ((( 448 448 //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. 449 449 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. ... ... @@ -459,11 +459,8 @@ 459 459 )))|(% colspan="1" %)(% colspan="1" %) 460 460 ((( 461 461 **MissionBoard** support dropped 462 -)))|(% colspan="1" %)(% colspan="1" %) 463 -((( 464 - 465 465 ))) 466 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)511 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 467 467 ((( 468 468 //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.// 469 469 ))) ... ... @@ -473,11 +473,8 @@ 473 473 3.0 Beta 1 474 474 )))|((( 475 475 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 476 -)))|(% colspan="1" %)(% colspan="1" %) 477 -((( 478 - 479 479 ))) 480 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)522 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 481 481 ((( 482 482 //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.// 483 483 ))) ... ... @@ -490,11 +490,8 @@ 490 490 )))|(% colspan="1" %)(% colspan="1" %) 491 491 ((( 492 492 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 493 -)))|(% colspan="1" %)(% colspan="1" %) 494 -((( 495 - 496 496 ))) 497 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)536 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 498 498 ((( 499 499 //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.// 500 500 ))) ... ... @@ -507,11 +507,8 @@ 507 507 )))|(% colspan="1" %)(% colspan="1" %) 508 508 ((( 509 509 Script action **<set_doors_locked/>** attribute **'group'** changed 510 -)))|(% colspan="1" %)(% colspan="1" %) 511 -((( 512 - 513 513 ))) 514 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)550 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 515 515 ((( 516 516 //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.// 517 517 ))) ... ... @@ -524,11 +524,8 @@ 524 524 )))|(% colspan="1" %)(% colspan="1" %) 525 525 ((( 526 526 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 527 -)))|(% colspan="1" %)(% colspan="1" %) 528 -((( 529 - 530 530 ))) 531 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)564 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 532 532 ((( 533 533 //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.// 534 534 ))) ... ... @@ -541,11 +541,8 @@ 541 541 )))|(% colspan="1" %)(% colspan="1" %) 542 542 ((( 543 543 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 544 -)))|(% colspan="1" %)(% colspan="1" %) 545 -((( 546 - 547 547 ))) 548 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)578 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 549 549 ((( 550 550 //These actions had no effect and were removed.// 551 551 ))) ... ... @@ -558,11 +558,8 @@ 558 558 )))|(% colspan="1" %)(% colspan="1" %) 559 559 ((( 560 560 **<setup_conversation_minigame/>** script action removed 561 -)))|(% colspan="1" %)(% colspan="1" %) 562 -((( 563 - 564 564 ))) 565 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)592 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 566 566 ((( 567 567 //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.// 568 568 ))) ... ... @@ -575,11 +575,8 @@ 575 575 )))|(% colspan="1" %)(% colspan="1" %) 576 576 ((( 577 577 <add_player_choice_*> **confidence** attribute removed 578 -)))|(% colspan="1" %)(% colspan="1" %) 579 -((( 580 - 581 581 ))) 582 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)606 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 583 583 ((( 584 584 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 585 585 ))) ... ... @@ -592,11 +592,8 @@ 592 592 )))|(% colspan="1" %)(% colspan="1" %) 593 593 ((( 594 594 **<hack_via_control_panel/>** script action removed 595 -)))|(% colspan="1" %)(% colspan="1" %) 596 -((( 597 - 598 598 ))) 599 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)620 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 600 600 ((( 601 601 //Unused script action <hack_via_control_panel/> was removed.// 602 602 ))) ... ... @@ -609,11 +609,8 @@ 609 609 )))|(% colspan="1" %)(% colspan="1" %) 610 610 ((( 611 611 **Lua: **GetMiniGameCursorPosition() removed 612 -)))|(% colspan="1" %)(% colspan="1" %) 613 -((( 614 - 615 615 ))) 616 -|(% 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" %) 617 617 ((( 618 618 //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.// 619 619 ))) ... ... @@ -623,11 +623,8 @@ 623 623 3.0 Beta 1 624 624 )))|((( 625 625 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 626 -)))|(% colspan="1" %)(% colspan="1" %) 627 -((( 628 - 629 629 ))) 630 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)645 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 631 631 ((( 632 632 //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.// 633 633 ))) ... ... @@ -640,11 +640,8 @@ 640 640 )))|(% colspan="1" %)(% colspan="1" %) 641 641 ((( 642 642 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 643 -)))|(% colspan="1" %)(% colspan="1" %) 644 -((( 645 - 646 646 ))) 647 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)659 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 648 648 ((( 649 649 //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.// 650 650 ))) ... ... @@ -657,11 +657,8 @@ 657 657 )))|(% colspan="1" %)(% colspan="1" %) 658 658 ((( 659 659 **$ware.illegal** updated 660 -)))|(% colspan="1" %)(% colspan="1" %) 661 -((( 662 - 663 663 ))) 664 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)673 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 665 665 ((( 666 666 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 667 667 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -675,11 +675,8 @@ 675 675 )))|(% colspan="1" %)(% colspan="1" %) 676 676 ((( 677 677 MD script **RML_Flight_Along_Path** removed 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" %)688 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 683 683 ((( 684 684 //The MD script RML_Flight_Along_Path was not referened and was removed.// 685 685 ))) ... ... @@ -692,11 +692,8 @@ 692 692 )))|(% colspan="1" %)(% colspan="1" %) 693 693 ((( 694 694 parameters of **<event_venture_mission_completed/>** changed 695 -)))|(% colspan="1" %)(% colspan="1" %) 696 -((( 697 - 698 698 ))) 699 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)702 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 700 700 ((( 701 701 //old params: param = venture details, param2 = ships involved, param3 = duration// 702 702 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -708,11 +708,8 @@ 708 708 )))|((( 709 709 **<set_object_wing_name/>** removed, 710 710 **<set_object_fleet_name/>** added 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" %)715 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 716 716 ((( 717 717 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 718 718 ))) ... ... @@ -723,15 +723,12 @@ 723 723 )))|((( 724 724 **$controllable.wing.*** removed, 725 725 **$controllable.fleet.*** added 726 -)))|(% colspan="1" %)(% colspan="1" %) 727 -((( 728 - 729 729 ))) 730 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)727 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 731 731 ((( 732 732 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 733 733 ))) 734 -|(% colspan=" 4" %)(% colspan="4" %)731 +|(% colspan="3" %)(% colspan="3" %) 735 735 ((( 736 736 == 2.60 == 737 737 ))) ... ... @@ -741,11 +741,8 @@ 741 741 2.60 Beta 1 742 742 )))|((( 743 743 '**checkoperational**' filter behaviour changed 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" %)742 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 749 749 ((( 750 750 //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.// 751 751 ... ... @@ -757,15 +757,12 @@ 757 757 2.60 Beta 1 758 758 )))|((( 759 759 $container.**supplyresources** behavior changed 760 -)))|(% colspan="1" %)(% colspan="1" %) 761 -((( 762 - 763 763 ))) 764 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)755 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 765 765 ((( 766 766 //The script keyword $container.supplyresources now includes reserved wares.// 767 767 ))) 768 -|(% colspan=" 4" %)(% colspan="4" %)759 +|(% colspan="3" %)(% colspan="3" %) 769 769 ((( 770 770 == 2.20 == 771 771 ))) ... ... @@ -778,11 +778,8 @@ 778 778 )))|(% colspan="1" %)(% colspan="1" %) 779 779 ((( 780 780 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 781 -)))|(% colspan="1" %)(% colspan="1" %) 782 -((( 783 - 784 784 ))) 785 -|(% 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" %) 786 786 ((( 787 787 //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. 788 788 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.// ... ... @@ -799,15 +799,12 @@ 799 799 )))|(% colspan="1" %)(% colspan="1" %) 800 800 ((( 801 801 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 802 -)))|(% colspan="1" %)(% colspan="1" %) 803 -((( 804 - 805 805 ))) 806 -|(% 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" %) 807 807 ((( 808 808 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 809 809 ))) 810 -|(% colspan=" 4" %)(% colspan="4" %)795 +|(% colspan="3" %)(% colspan="3" %) 811 811 ((( 812 812 == 2.00 == 813 813 ))) ... ... @@ -820,11 +820,8 @@ 820 820 )))|(% colspan="1" %)(% colspan="1" %) 821 821 ((( 822 822 **<event_build_finished/> **param2 now returns null instead of a construction sequence 823 -)))|(% colspan="1" %)(% colspan="1" %) 824 -((( 825 - 826 826 ))) 827 -|(% 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" %) 828 828 ((( 829 829 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 830 830 ))) ... ... @@ -837,11 +837,8 @@ 837 837 )))|(% colspan="1" %)(% colspan="1" %) 838 838 ((( 839 839 **param.boarding.{...}** strength parameters removed 840 -)))|(% colspan="1" %)(% colspan="1" %) 841 -((( 842 - 843 843 ))) 844 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)823 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 845 845 ((( 846 846 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 847 847 ))) ... ... @@ -854,11 +854,8 @@ 854 854 )))|(% colspan="1" %)(% colspan="1" %) 855 855 ((( 856 856 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 857 -)))|(% colspan="1" %)(% colspan="1" %) 858 -((( 859 - 860 860 ))) 861 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)837 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 862 862 ((( 863 863 //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.// 864 864 ))) ... ... @@ -868,11 +868,8 @@ 868 868 2.00 Beta 1 869 869 )))|((( 870 870 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 871 -)))|(% colspan="1" %)(% colspan="1" %) 872 -((( 873 - 874 874 ))) 875 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)848 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 876 876 ((( 877 877 //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.// 878 878 ))) ... ... @@ -882,11 +882,8 @@ 882 882 2.00 Beta 1 883 883 )))|((( 884 884 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 885 -)))|(% colspan="1" %)(% colspan="1" %) 886 -((( 887 - 888 888 ))) 889 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)859 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 890 890 ((( 891 891 //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.// 892 892 //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.// ... ... @@ -897,11 +897,8 @@ 897 897 2.00 Beta 1 898 898 )))|((( 899 899 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 900 -)))|(% colspan="1" %)(% colspan="1" %) 901 -((( 902 - 903 903 ))) 904 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)871 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 905 905 ((( 906 906 //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.// 907 907 ))) ... ... @@ -911,11 +911,8 @@ 911 911 2.00 Beta 1 912 912 )))|((( 913 913 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 914 -)))|(% colspan="1" %)(% colspan="1" %) 915 -((( 916 - 917 917 ))) 918 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)882 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 919 919 ((( 920 920 //For prior behavior, check for event.param being non-null.// 921 921 ))) ... ... @@ -925,11 +925,8 @@ 925 925 2.00 Beta 1 926 926 )))|((( 927 927 **<shoot/>/<shoot_at/>** attribute changes. 928 -)))|(% colspan="1" %)(% colspan="1" %) 929 -((( 930 - 931 931 ))) 932 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)893 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 933 933 ((( 934 934 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 935 935 //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.// ... ... @@ -942,12 +942,9 @@ 942 942 )))|((( 943 943 2.00 Beta 1 944 944 )))|((( 945 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 946 -)))|(% colspan="1" %)(% colspan="1" %) 947 -((( 948 - 906 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 949 949 ))) 950 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)908 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 951 951 ((( 952 952 //Added possibility to query build tasks of a certain buildmodule.// 953 953 ))) ... ... @@ -957,11 +957,8 @@ 957 957 2.00 Beta 1 958 958 )))|((( 959 959 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 960 -)))|(% colspan="1" %)(% colspan="1" %) 961 -((( 962 - 963 963 ))) 964 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)919 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 965 965 ((( 966 966 //Added list of resources a buildmodule needs to build.// 967 967 ))) ... ... @@ -971,11 +971,8 @@ 971 971 2.00 Beta 1 972 972 )))|((( 973 973 (% 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);" %) 974 -)))|(% colspan="1" %)(% colspan="1" %) 975 -((( 976 - 977 977 ))) 978 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)930 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 979 979 ((( 980 980 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 981 981 ))) ... ... @@ -984,16 +984,13 @@ 984 984 )))|((( 985 985 2.00 Beta 1 986 986 )))|((( 987 -**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" %) 988 -)))|(% colspan="1" %)(% colspan="1" %) 989 -((( 990 - 939 +**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. 991 991 ))) 992 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)941 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 993 993 ((( 994 994 //Changed return value type to const char* to better identify failure reasons in Lua script.// 995 995 ))) 996 -|(% colspan=" 4" %)(% colspan="4" %)945 +|(% colspan="3" %)(% colspan="3" %) 997 997 ((( 998 998 == 1.50 == 999 999 ))) ... ... @@ -1002,12 +1002,9 @@ 1002 1002 )))|((( 1003 1003 1.50 Beta 3 1004 1004 )))|((( 1005 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 1006 -)))|(% colspan="1" %)(% colspan="1" %) 1007 -((( 1008 - 954 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 1009 1009 ))) 1010 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)956 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1011 1011 ((( 1012 1012 //The "docksizes" property no longer includes internal ship storage docks.// 1013 1013 ))) ... ... @@ -1017,11 +1017,8 @@ 1017 1017 1.50 Beta 2 1018 1018 )))|((( 1019 1019 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1020 -)))|(% colspan="1" %)(% colspan="1" %) 1021 -((( 1022 - 1023 1023 ))) 1024 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)967 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1025 1025 ((( 1026 1026 //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".// 1027 1027 ... ... @@ -1034,12 +1034,9 @@ 1034 1034 )))|((( 1035 1035 1.50 Beta 2 1036 1036 )))|((( 1037 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 1038 -)))|(% colspan="1" %)(% colspan="1" %) 1039 -((( 1040 - 980 +**FFI: UpgradeGroupInfo **datatype was changed. 1041 1041 ))) 1042 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)982 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1043 1043 ((( 1044 1044 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1045 1045 ))) ... ... @@ -1052,11 +1052,8 @@ 1052 1052 )))|(% colspan="1" %)(% colspan="1" %) 1053 1053 ((( 1054 1054 **FFI: SetGuidance()** removed useinfopoint argument. 1055 -)))|(% colspan="1" %)(% colspan="1" %) 1056 -((( 1057 - 1058 1058 ))) 1059 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)996 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1060 1060 ((( 1061 1061 //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. 1062 1062 // ... ... @@ -1068,16 +1068,13 @@ 1068 1068 )))|((( 1069 1069 1.50 Beta 1 1070 1070 )))|((( 1071 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 1072 -)))|(% colspan="1" %)(% colspan="1" %) 1073 -((( 1074 - 1008 +**FFI: CancelConstruction() **changed its return value. 1075 1075 ))) 1076 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)1010 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1077 1077 ((( 1078 1078 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 1079 1079 ))) 1080 -|(% colspan=" 4" %)(% colspan="4" %)1014 +|(% colspan="3" %)(% colspan="3" %) 1081 1081 ((( 1082 1082 == 1.32 == 1083 1083 ))) ... ... @@ -1087,15 +1087,12 @@ 1087 1087 1.32 1088 1088 )))|((( 1089 1089 **Lua: GetComponentData() **removed the "nextdestname" property. 1090 -)))|(% colspan="1" %)(% colspan="1" %) 1091 -((( 1092 - 1093 1093 ))) 1094 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)1025 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1095 1095 ((( 1096 1096 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1097 1097 ))) 1098 -|(% colspan=" 4" %)(% colspan="4" %)1029 +|(% colspan="3" %)(% colspan="3" %) 1099 1099 ((( 1100 1100 == 1.20 == 1101 1101 ))) ... ... @@ -1104,12 +1104,9 @@ 1104 1104 )))|((( 1105 1105 1.20 1106 1106 )))|((( 1107 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 1108 -)))|(% colspan="1" %)(% colspan="1" %) 1109 -((( 1110 - 1038 +**FFI: GetAAOption()** got a new "useconfig" parameter. 1111 1111 ))) 1112 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)1040 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1113 1113 ((( 1114 1114 //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.// 1115 1115 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/1 03612682/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/135862105/Breaking Changes