Changes for page Breaking Changes

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

From version 92.1
edited by matthias
on 2021/06/30 12:44
Change comment: There is no comment for this version
To version 152.1
edited by Chris Burtt-Jones
on 2026/03/12 18:47
Change comment: There is no comment for this version

Summary

Details

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1 +X4 Foundations Wiki.Modding Support.WebHome
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1 -xwiki:XWiki.matthias
1 +xwiki:XWiki.CBJ
Content
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4 4  The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4.
5 5  Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue.
6 6  
7 -{{note}}
8 -The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
7 +{{info}}
8 +The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
9 9  
10 10  Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day.
11 11  
12 12  As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change).
13 -{{/note}}
13 +{{/info}}
14 14  
15 15  {{warning title="UI modding considered unstable until further notice..."}}
16 16  Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here.
... ... @@ -18,127 +18,399 @@
18 18  
19 19  = Breaking Changes =
20 20  
21 -|=(((
22 -Type
23 -)))|=(((
24 -Version
25 -)))|=(((
26 -Summary
27 -)))|=(% colspan="1" %)(% colspan="1" %)
21 +{{toc scope="LOCAL" start="3"/}}
22 +
23 +=== Version 9.00 ===
24 +
25 +(% class="table-striped" %)
26 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
28 28  (((
29 -
28 +UI extensions
29 +)))|(% colspan="1" style="width:119px" %)9.00 Beta 2|(% colspan="4" style="width:1625px" %)**Lua: GetEfficiencyUpgrades()** deprecated, along with **efficiencyfactor** and **efficiencybonus** properties.
30 +|(% colspan="4" title="Background colour :" %)GetEfficiencyUpgrades() is deprecated and always returns an empty list. The efficiencyfactor and efficiencybonus properties are also deprecated and always return 1.0 and 0.0 respectively.
31 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 2|(% colspan="4" style="width:1625px" %)**$object.efficiencyupgrades.*** script properties removed
32 +|(% colspan="6" style="width:117px" %)The $object.efficiencyupgrades.* script properties are no longer relevant and have been removed.
33 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**All collision shapes need to be re-converted**
34 +|(% colspan="6" style="width:117px" %)(((
35 +Due to an update of the Jolt physics engine all .jcs files have become incompatible and need to be re-created using the latest XUConverter.exe.
36 +
37 +**IMPORTANT**: The newly created .jcs files will also be incompatible with earlier versions of the game. We have provided a legacy version of the converter that can be used to generate files compatible with legacy versions of the game.
30 30  )))
31 -|(% colspan="4" %)(% colspan="4" %)
39 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Replaced **standard** tag on small and medium ships with **advanced** tag.
40 +|(% colspan="6" style="width:117px" %)The advanced tag encodes the new weapon and turret sizes for small and medium ships.
41 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Resized small and medium surface elements and integrated engines and shields into the ships.
42 +|(% colspan="6" style="width:117px" %)The assets are now aligned with the setup started with the Boron DLC. There are no visual modular meshes for shields and engines on the exterior on the ship any more. Turrets are now visually integrated into the ships hull.
43 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>**
44 +|(% colspan="6" style="width:117px" %)Removed for performance reasons
45 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Added **overheatcooldelay** property to **<heat>** of weapons, changed functionality of **cooldelay**
46 +|(% colspan="6" style="width:117px" %)**cooldelay** now optionally defines a delay between firing a non-overheating shot and the cooldown starting, **overheatcooldelay** is an additional penalty delay when the weapon overheats.
47 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed script action **<get_highest_resource_yield>**
48 +|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**.
49 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<find_asteroid_in_cluster>** and **<find_recyclable_in_cluster>**
50 +|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead.
51 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>**
52 +|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node.
53 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<resources>** or **<scaneffect> **nodes
54 +|(% colspan="6" style="width:117px" %)Instead of defining resources in regions, they're now defined via resource areas in sectors (see **mapdefaults.xml** and **resourceyields.xml**). Regions can still have some control by defining **<allowedyields>**.
55 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**regionyields.xml** has a completely different structure
56 +|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**).
57 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds**
58 +|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00.
59 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>**
60 +|(% colspan="6" style="width:117px" %)(((
61 +The flags attribute is no longer available in the MD action <add_blueprints>
62 +)))
63 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events
64 +|(% colspan="6" style="width:117px" %)Script events <event_build_started> and <event_player_build_started> no longer receive the construction sequence via param2. param2 will now yield null. Query the sequence via the param3 buildtask instead.
65 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro
66 +|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties
67 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**constructionplan **attribute now required for **<add_build_to_expand_station>**
68 +|(% colspan="6" style="width:117px" %)The constructionplan attribute for the <add_build_to_expand_station> action is no longer optional. Past behaviour when omitted was for the station to recycle down to nothing. Use new script action <add_build_to_recycle_station> instead.
69 +
70 +=== Version 8.00 ===
71 +
72 +(% class="table-striped" %)
73 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>**
74 +|(% colspan="6" style="width:117px" %)(((
75 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
76 +)))
77 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran**
78 +|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account.
79 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui**
80 +|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml).
81 +|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced**
82 +|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment.
83 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed
84 +|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list.
85 +
86 +=== Version 7.50 ===
87 +
88 +(% class="table-striped" %)
89 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26)
90 +|(% colspan="4" style="width:117px" %)(((
91 +The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay.
92 +)))
93 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure**
94 +|(% colspan="7" style="width:117px" %)(((
95 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes.
96 +)))
97 +
98 +=== Version 7.00 ===
99 +
100 +
101 +(% class="table-striped" %)
102 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
103 +|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.
104 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01**
105 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
106 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values
107 +|(% colspan="4" style="width:117px" %)(((
108 +The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.
109 +)))
110 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change.
111 +|(% colspan="4" style="width:117px" %)(((
112 +The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**
113 +)))
114 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures.
115 +|(% colspan="4" style="width:117px" %)(((
116 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference
117 +)))
118 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
32 32  (((
33 -== 4.10 ==
120 +Scripts
121 +)))|(% colspan="1" style="width:119px" %)(((
122 +7.00 Beta 1
123 +)))|(% colspan="2" style="width:1625px" %)(((
124 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
34 34  )))
126 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
127 +(((
128 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.
129 +)))
130 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
131 +(((
132 +UI extensions
133 +)))|(% colspan="1" style="width:119px" %)(((
134 +7.00 Beta 1
135 +)))|(% colspan="2" style="width:1625px" %)(((
136 +**FFI**: RemoveBuildPlot() changed
137 +)))
138 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
139 +(((
140 + The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.
141 +)))
142 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
143 +(((
144 +Assets
145 +)))|(% colspan="1" style="width:119px" %)(((
146 +7.00 Beta 1
147 +)))|(% colspan="2" style="width:1625px" %)(((
148 +**Some Split DLC materials moved to base game**
149 +)))
150 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
151 +(((
152 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
153 +)))
154 +
155 +=== Version 6.00 ===
156 +
157 +(% class="table-striped" %)
158 +|(((
159 +Libraries
160 +)))|(((
161 +6.00 Beta 7
162 +)))|(% colspan="2" %)(((
163 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
164 +)))
165 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
166 +(((
167 +Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.
168 +
169 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.
170 +)))
35 35  |(% colspan="1" %)(% colspan="1" %)
36 36  (((
37 -Parameters
173 +Scripts
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
40 -4.10 Beta 3
41 -)))|(% colspan="1" %)(% colspan="1" %)
176 +6.00 Beta 4
177 +)))|(% colspan="2" %)(% colspan="1" %)
42 42  (((
43 -Renamed **<stationinfobox>** to **<infobox>**
44 -)))|(% colspan="1" %)(% colspan="1" %)
179 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
180 +)))
181 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
45 45  (((
46 -
183 +The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger.
184 +
185 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.
47 47  )))
48 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
187 +|(% colspan="1" %)(% colspan="1" %)
49 49  (((
50 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.
189 +Scripts
51 51  )))|(% colspan="1" %)(% colspan="1" %)
52 52  (((
53 -
192 +6.00 Beta 3
193 +)))|(% colspan="2" %)(% colspan="1" %)
194 +(((
195 +Changed result of **<find_object_surface>** action in the case of a failure
54 54  )))
197 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
198 +(((
199 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.
200 +
201 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.
202 +
203 +The action itself has been improved to increase the chance of finding suitable surface positions.
204 +)))
55 55  |(% colspan="1" %)(% colspan="1" %)
56 56  (((
57 -UI extensions
207 +Scripts
58 58  )))|(% colspan="1" %)(% colspan="1" %)
59 59  (((
60 -4.10 Beta 2
61 -)))|(% colspan="1" %)(% colspan="1" %)
210 +6.00 Beta 1
211 +)))|(% colspan="2" %)(% colspan="1" %)
62 62  (((
63 -**FFI**: SetMacroMapPlayerSectorOffset() deprecated
64 -)))|(% colspan="1" %)(% colspan="1" %)
213 +Behaviour change for **<match_dock>** script component filter
214 +)))
215 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
65 65  (((
66 -
217 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
218 +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.
67 67  )))
68 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
220 +|(% colspan="1" %)(% colspan="1" %)
69 69  (((
70 -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.
222 +Scripts
71 71  )))|(% colspan="1" %)(% colspan="1" %)
72 72  (((
73 -
225 +6.00 Beta 1
226 +)))|(% colspan="2" %)(% colspan="1" %)
227 +(((
228 +Changed result attribute location for **<get_attackstrength>**
74 74  )))
230 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
231 +(((
232 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.
233 +)))
75 75  |(((
76 -UI extensions
235 +Assets
77 77  )))|(((
78 -4.10 Beta 2
79 -)))|(((
80 -**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
81 -)))|(% colspan="1" %)(% colspan="1" %)
237 +6.00 Beta 1
238 +)))|(% colspan="2" %)(((
239 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
240 +)))
241 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
82 82  (((
83 -
243 +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.
244 +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.
84 84  )))
85 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
246 +|(% colspan="1" %)(% colspan="1" %)
86 86  (((
87 -//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
248 +Scripts
88 88  )))|(% colspan="1" %)(% colspan="1" %)
89 89  (((
90 -
251 +6.00 Beta 1
252 +)))|(% colspan="2" %)(% colspan="1" %)
253 +(((
254 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
91 91  )))
256 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
257 +(((
258 +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.
259 +)))
92 92  |(((
93 93  Scripts
94 94  )))|(((
95 -4.10 Beta 1
263 +6.00 Beta 1
264 +)))|(% colspan="2" %)(((
265 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
266 +)))
267 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
268 +(((
269 +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.
270 +)))
271 +|(((
272 +Cutscenes
96 96  )))|(((
97 -People related attributes of mission** <delivery> **node moved
274 +6.00 Beta 1
275 +)))|(% colspan="2" %)(((
276 +Changed behaviour of **<angles>** in cutscenes
277 +)))
278 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
279 +(((
280 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
281 +)))
282 +
283 +----
284 +
285 +=== Version 5.00 ===
286 +
287 +(% class="table-striped" %)
288 +|(((
289 +Parameters
98 98  )))|(((
99 -
291 +5.00 Beta 1
292 +)))|(% colspan="2" %)(((
293 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
100 100  )))
101 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
295 +|(% colspan="7" %)(% colspan="3" %)
102 102  (((
103 -//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.//
297 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.
104 104  )))
299 +
300 +----
301 +
302 +=== Version 4.10 ===
303 +
304 +(% class="table-striped" %)
105 105  |(% colspan="1" %)(% colspan="1" %)
106 106  (((
107 -Scripts
307 +UI extensions
108 108  )))|(% colspan="1" %)(% colspan="1" %)
109 109  (((
110 -4.10 Beta 1
310 +4.10 Beta 7
311 +)))|(% colspan="2" %)(% colspan="1" %)
312 +(((
313 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
314 +)))
315 +|(% colspan="4" %)(% colspan="3" %)
316 +(((
317 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.
318 +)))
319 +|(% colspan="1" %)(% colspan="1" %)
320 +(((
321 +UI extensions
111 111  )))|(% colspan="1" %)(% colspan="1" %)
112 112  (((
113 -**$destructible.productions** replaced with $defensible.productions
324 +4.10 Beta 6
325 +)))|(% colspan="2" %)(% colspan="1" %)
326 +(((
327 +**FFI**: CustomGameStartPlayerProperty2 changed
328 +)))
329 +|(% colspan="4" %)(% colspan="3" %)
330 +(((
331 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.
332 +)))
333 +|(% colspan="1" %)(% colspan="1" %)
334 +(((
335 +Parameters
114 114  )))|(% colspan="1" %)(% colspan="1" %)
115 115  (((
116 -
338 +4.10 Beta 3
339 +)))|(% colspan="2" %)(% colspan="1" %)
340 +(((
341 +Renamed **<stationinfobox>** to **<infobox>**
117 117  )))
118 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
343 +|(% colspan="4" %)(% colspan="3" %)
119 119  (((
120 -//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
345 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.
346 +)))
347 +|(% colspan="1" %)(% colspan="1" %)
348 +(((
349 +UI extensions
121 121  )))|(% colspan="1" %)(% colspan="1" %)
122 122  (((
123 -
352 +4.10 Beta 2
353 +)))|(% colspan="2" %)(% colspan="1" %)
354 +(((
355 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
124 124  )))
357 +|(% colspan="4" %)(% colspan="3" %)
358 +(((
359 +The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.
360 +)))
125 125  |(((
362 +UI extensions
363 +)))|(((
364 +4.10 Beta 2
365 +)))|(% colspan="2" %)(((
366 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
367 +)))
368 +|(% colspan="4" %)(% colspan="3" %)
369 +(((
370 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.
371 +)))
372 +|(((
126 126  Scripts
127 127  )))|(((
128 128  4.10 Beta 1
129 -)))|(((
130 -Removed script property **$object.spawnsourceseed**
131 -)))|(((
132 -
376 +)))|(% colspan="2" %)(((
377 +People related attributes of mission** <delivery> **node moved
133 133  )))
134 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
379 +|(% colspan="4" %)(% colspan="3" %)
135 135  (((
136 -//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//
381 +The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.
137 137  )))
138 -|(% colspan="4" %)(% colspan="4" %)
383 +|(% colspan="1" %)(% colspan="1" %)
139 139  (((
140 -== 4.00 ==
385 +Scripts
386 +)))|(% colspan="1" %)(% colspan="1" %)
387 +(((
388 +4.10 Beta 1
389 +)))|(% colspan="2" %)(% colspan="1" %)
390 +(((
391 +**$destructible.productions** replaced with $defensible.productions
141 141  )))
393 +|(% colspan="4" %)(% colspan="3" %)
394 +(((
395 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.
396 +)))
397 +|(((
398 +Scripts
399 +)))|(((
400 +4.10 Beta 1
401 +)))|(% colspan="2" %)(((
402 +Removed script property **$object.spawnsourceseed**
403 +)))
404 +|(% colspan="4" %)(% colspan="3" %)
405 +(((
406 +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.
407 +)))
408 +
409 +----
410 +
411 +=== Version 4.00 ===
412 +
413 +(% class="table-striped" %)
142 142  |(% colspan="1" %)(% colspan="1" %)
143 143  (((
144 144  UI core
... ... @@ -145,39 +145,27 @@
145 145  )))|(% colspan="1" %)(% colspan="1" %)
146 146  (((
147 147  4.00 Beta 10
148 -)))|(% colspan="1" %)(% colspan="1" %)
420 +)))|(% colspan="2" %)(% colspan="1" %)
149 149  (((
150 150  Controlled ship can change without a **gameplanchange-event** occurring.
151 -)))|(% colspan="1" %)(% colspan="1" %)
152 -(((
153 -
154 154  )))
155 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
424 +|(% colspan="4" %)(% colspan="3" %)
156 156  (((
157 -//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).
426 +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).
158 158  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.
159 -//
160 -)))|(% colspan="1" %)(% colspan="1" %)
161 -(((
162 -
163 163  )))
164 164  |(((
165 165  Scripts
166 166  )))|(((
167 167  4.00 Beta 7
168 -)))|(((
433 +)))|(% colspan="2" %)(((
169 169  Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
170 -)))|(((
171 -
172 172  )))
173 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
436 +|(% colspan="4" %)(% colspan="3" %)
174 174  (((
175 -//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
438 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
176 176  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
177 -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//
178 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
179 -(((
180 -
440 +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
181 181  )))
182 182  |(% colspan="1" %)(% colspan="1" %)
183 183  (((
... ... @@ -185,23 +185,16 @@
185 185  )))|(% colspan="1" %)(% colspan="1" %)
186 186  (((
187 187  4.00 Beta 6
188 -)))|(% colspan="1" %)(% colspan="1" %)
448 +)))|(% colspan="2" %)(% colspan="1" %)
189 189  (((
190 190  **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
191 -)))|(% colspan="1" %)(% colspan="1" %)
192 -(((
193 -
194 194  )))
195 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
452 +|(% colspan="4" %)(% colspan="3" %)
196 196  (((
197 -//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.
198 -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).//
454 +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.
455 +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).
199 199  
200 -//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
201 -//
202 -)))|(% colspan="1" %)(% colspan="1" %)
203 -(((
204 -
457 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
205 205  )))
206 206  |(% colspan="1" %)(% colspan="1" %)
207 207  (((
... ... @@ -209,88 +209,73 @@
209 209  )))|(% colspan="1" %)(% colspan="1" %)
210 210  (((
211 211  4.00 Beta 5
212 -)))|(% colspan="1" %)(% colspan="1" %)
465 +)))|(% colspan="2" %)(% colspan="1" %)
213 213  (((
214 214  **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
215 -)))|(% colspan="1" %)(% colspan="1" %)
216 -(((
217 -
218 218  )))
219 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
469 +|(% colspan="4" %)(% colspan="3" %)
220 220  (((
221 -//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.//
471 +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.
222 222  
223 -//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).
224 -)))|(% colspan="1" %)(% colspan="1" %)
225 -(((
226 -
473 +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).
227 227  )))
228 228  |(((
229 229  Parameters
230 230  )))|(((
231 231  4.00 Beta 1
232 -)))|(((
479 +)))|(% colspan="2" %)(((
233 233  **requiresconstructionvessel** parameter moved
234 -)))|(((
235 -
236 236  )))
237 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
482 +|(% colspan="4" %)(% colspan="3" %)
238 238  (((
239 -//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
484 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.
240 240  )))
241 241  |(((
242 242  Scripts
243 243  )))|(((
244 244  4.00 Beta 1
245 -)))|(((
490 +)))|(% colspan="2" %)(((
246 246  Changed behaviour of **gatedistance** script property
247 -)))|(((
248 -
249 249  )))
250 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
493 +|(% colspan="4" %)(% colspan="3" %)
251 251  (((
252 -//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
253 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
254 -(((
255 -
495 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.
256 256  )))
257 -|(% colspan="4" %)(% colspan="4" %)
258 -(((
259 -== 3.30 ==
260 -)))
497 +
498 +----
499 +
500 +=== Version 3.30 ===
501 +
502 +(% class="table-striped" %)
261 261  |(((
262 262  UI extensions
263 263  )))|(((
264 264  3.30 Beta 3
265 -)))|(((
266 -**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()**
267 -)))|(% colspan="1" %)(% colspan="1" %)
268 -(((
269 -
507 +)))|(% colspan="2" %)(((
508 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
270 270  )))
271 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
510 +|(% colspan="7" %)(% colspan="3" %)
272 272  (((
273 -//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()//
512 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()
274 274  )))
275 -|(% colspan="4" %)(% colspan="4" %)
276 -(((
277 -== 3.20 ==
278 -)))
514 +
515 +----
516 +
517 +=== Version 3.20 ===
518 +
519 +(% class="table-striped" %)
279 279  |(((
280 280  Scripts
281 281  )))|(((
282 282  3.20 Beta 1
283 -)))|(((
524 +)))|(% colspan="2" %)(((
284 284  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
285 -)))|(% colspan="1" %)(% colspan="1" %)
286 -(((
287 -
288 288  )))
289 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
527 +|(% colspan="4" %)(% colspan="3" %)
290 290  (((
291 -//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
292 -//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
293 -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//
529 +Old params: param = attacked object, param2 = attack method, param3 = attacked component
530 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
531 +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
294 294  )))
295 295  |(% colspan="1" %)(% colspan="1" %)
296 296  (((
... ... @@ -298,35 +298,31 @@
298 298  )))|(% colspan="1" %)(% colspan="1" %)
299 299  (((
300 300  3.20 Beta 1
301 -)))|(% colspan="1" %)(% colspan="1" %)
539 +)))|(% colspan="2" %)(% colspan="1" %)
302 302  (((
303 303  Removed script property $trade.**restriction.faction**
304 -)))|(% colspan="1" %)(% colspan="1" %)
305 -(((
306 -
307 307  )))
308 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
543 +|(% colspan="4" %)(% colspan="3" %)
309 309  (((
310 -//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
545 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.
311 311  )))
312 312  |(((
313 313  UI extensions
314 314  )))|(((
315 315  3.20 Beta 1
316 -)))|(((
551 +)))|(% colspan="2" %)(((
317 317  **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
318 -)))|(% colspan="1" %)(% colspan="1" %)
319 -(((
320 -
321 321  )))
322 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
554 +|(% colspan="4" %)(% colspan="3" %)
323 323  (((
324 -//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.//
556 +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.
325 325  )))
326 -|(% colspan="4" %)(% colspan="4" %)
327 -(((
328 -== 3.10 ==
329 -)))
558 +
559 +----
560 +
561 +=== Version 3.10 ===
562 +
563 +(% class="table-striped" %)
330 330  |(% colspan="1" %)(% colspan="1" %)
331 331  (((
332 332  Scripts
... ... @@ -333,21 +333,20 @@
333 333  )))|(% colspan="1" %)(% colspan="1" %)
334 334  (((
335 335  3.10 Beta 1
336 -)))|(% colspan="1" %)(% colspan="1" %)
570 +)))|(% colspan="2" %)(% colspan="1" %)
337 337  (((
338 338  Removed script action **<add_build/>**
339 -)))|(% colspan="1" %)(% colspan="1" %)
340 -(((
341 -
342 342  )))
343 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
574 +|(% colspan="7" %)(% colspan="3" %)
344 344  (((
345 -//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.//
576 +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.
346 346  )))
347 -|(% colspan="4" %)(% colspan="4" %)
348 -(((
349 -== 3.00 ==
350 -)))
578 +
579 +----
580 +
581 +=== Version 3.00 ===
582 +
583 +(% class="table-striped" %)
351 351  |(% colspan="1" %)(% colspan="1" %)
352 352  (((
353 353  Scripts
... ... @@ -354,16 +354,13 @@
354 354  )))|(% colspan="1" %)(% colspan="1" %)
355 355  (((
356 356  3.0 Beta 6
357 -)))|(% colspan="1" %)(% colspan="1" %)
590 +)))|(% colspan="2" %)(% colspan="1" %)
358 358  (((
359 359  Changed behaviour of script action **<get_suitable_job/>**
360 -)))|(% colspan="1" %)(% colspan="1" %)
361 -(((
362 -
363 363  )))
364 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
594 +|(% colspan="4" %)(% colspan="3" %)
365 365  (((
366 -//<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.//
596 +<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.
367 367  )))
368 368  |(% colspan="1" %)(% colspan="1" %)
369 369  (((
... ... @@ -371,16 +371,13 @@
371 371  )))|(% colspan="1" %)(% colspan="1" %)
372 372  (((
373 373  3.0 Beta 6
374 -)))|(% colspan="1" %)(% colspan="1" %)
604 +)))|(% colspan="2" %)(% colspan="1" %)
375 375  (((
376 376  Changed behaviour of script action **<get_ware_definition/>**
377 -)))|(% colspan="1" %)(% colspan="1" %)
378 -(((
379 -
380 380  )))
381 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
608 +|(% colspan="4" %)(% colspan="3" %)
382 382  (((
383 -//<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.//
610 +<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.
384 384  )))
385 385  |(% colspan="1" %)(% colspan="1" %)
386 386  (((
... ... @@ -388,18 +388,15 @@
388 388  )))|(% colspan="1" %)(% colspan="1" %)
389 389  (((
390 390  3.0 Beta 5
391 -)))|(% colspan="1" %)(% colspan="1" %)
618 +)))|(% colspan="2" %)(% colspan="1" %)
392 392  (((
393 393  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
394 -)))|(% colspan="1" %)(% colspan="1" %)
395 -(((
396 -
397 397  )))
398 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
622 +|(% colspan="4" %)(% colspan="3" %)
399 399  (((
400 -//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.)\\
624 +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.)
401 401  
402 -//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//
626 +Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).
403 403  )))
404 404  |(% colspan="1" %)(% colspan="1" %)
405 405  (((
... ... @@ -407,16 +407,13 @@
407 407  )))|(% colspan="1" %)(% colspan="1" %)
408 408  (((
409 409  3.0 Beta 5
410 -)))|(% colspan="1" %)(% colspan="1" %)
634 +)))|(% colspan="2" %)(% colspan="1" %)
411 411  (((
412 412  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
413 -)))|(% colspan="1" %)(% colspan="1" %)
414 -(((
415 -
416 416  )))
417 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
638 +|(% colspan="4" %)(% colspan="3" %)
418 418  (((
419 -//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.//
640 +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.
420 420  )))
421 421  |(% colspan="1" %)(% colspan="1" %)
422 422  (((
... ... @@ -424,17 +424,14 @@
424 424  )))|(% colspan="1" %)(% colspan="1" %)
425 425  (((
426 426  3.0 Beta 5
427 -)))|(% colspan="1" %)(% colspan="1" %)
648 +)))|(% colspan="2" %)(% colspan="1" %)
428 428  (((
429 429  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
430 -)))|(% colspan="1" %)(% colspan="1" %)
431 -(((
432 -
433 433  )))
434 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
652 +|(% colspan="4" %)(% colspan="3" %)
435 435  (((
436 -//Before the change, positions are relative to $dockingbay.parent.
437 -After the change, positions are relative to $dockingbay as specified in the documentation.//
654 +Before the change, positions are relative to $dockingbay.parent.
655 +After the change, positions are relative to $dockingbay as specified in the documentation.
438 438  )))
439 439  |(% colspan="1" %)(% colspan="1" %)
440 440  (((
... ... @@ -442,30 +442,24 @@
442 442  )))|(% colspan="1" %)(% colspan="1" %)
443 443  (((
444 444  3.0 Beta 2
445 -)))|(% colspan="1" %)(% colspan="1" %)
663 +)))|(% colspan="2" %)(% colspan="1" %)
446 446  (((
447 447  Support for entity flag "**skillsvisible**" dropped
448 -)))|(% colspan="1" %)(% colspan="1" %)
449 -(((
450 -
451 451  )))
452 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
667 +|(% colspan="4" %)(% colspan="3" %)
453 453  (((
454 -//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().//
669 +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().
455 455  )))
456 456  |(((
457 457  Scripts
458 458  )))|(((
459 459  3.0 Beta 2
460 -)))|(((
675 +)))|(% colspan="2" %)(((
461 461  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
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" %)
678 +|(% colspan="4" %)(% colspan="3" %)
467 467  (((
468 -//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.
680 +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.
469 469  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.
470 470  If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly.
471 471  On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner).
... ... @@ -476,30 +476,24 @@
476 476  )))|(% colspan="1" %)(% colspan="1" %)
477 477  (((
478 478  3.0 Beta 1
479 -)))|(% colspan="1" %)(% colspan="1" %)
691 +)))|(% colspan="2" %)(% colspan="1" %)
480 480  (((
481 481  **MissionBoard** support dropped
482 -)))|(% colspan="1" %)(% colspan="1" %)
483 -(((
484 -
485 485  )))
486 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
695 +|(% colspan="4" %)(% colspan="3" %)
487 487  (((
488 -//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.//
697 +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.
489 489  )))
490 490  |(((
491 491  Job/God
492 492  )))|(((
493 493  3.0 Beta 1
494 -)))|(((
703 +)))|(% colspan="2" %)(((
495 495  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
496 -)))|(% colspan="1" %)(% colspan="1" %)
497 -(((
498 -
499 499  )))
500 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
706 +|(% colspan="4" %)(% colspan="3" %)
501 501  (((
502 -//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.//
708 +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.
503 503  )))
504 504  |(% colspan="1" %)(% colspan="1" %)
505 505  (((
... ... @@ -507,16 +507,13 @@
507 507  )))|(% colspan="1" %)(% colspan="1" %)
508 508  (((
509 509  3.0 Beta 1
510 -)))|(% colspan="1" %)(% colspan="1" %)
716 +)))|(% colspan="2" %)(% colspan="1" %)
511 511  (((
512 512  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
513 -)))|(% colspan="1" %)(% colspan="1" %)
514 -(((
515 -
516 516  )))
517 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
720 +|(% colspan="4" %)(% colspan="3" %)
518 518  (((
519 -//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.//
722 +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.
520 520  )))
521 521  |(% colspan="1" %)(% colspan="1" %)
522 522  (((
... ... @@ -524,16 +524,13 @@
524 524  )))|(% colspan="1" %)(% colspan="1" %)
525 525  (((
526 526  3.0 Beta 1
527 -)))|(% colspan="1" %)(% colspan="1" %)
730 +)))|(% colspan="2" %)(% colspan="1" %)
528 528  (((
529 529  Script action **<set_doors_locked/>** attribute **'group'** changed
530 -)))|(% colspan="1" %)(% colspan="1" %)
531 -(((
532 -
533 533  )))
534 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
734 +|(% colspan="4" %)(% colspan="3" %)
535 535  (((
536 -//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.//
736 +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.
537 537  )))
538 538  |(% colspan="1" %)(% colspan="1" %)
539 539  (((
... ... @@ -541,16 +541,13 @@
541 541  )))|(% colspan="1" %)(% colspan="1" %)
542 542  (((
543 543  3.0 Beta 1
544 -)))|(% colspan="1" %)(% colspan="1" %)
744 +)))|(% colspan="2" %)(% colspan="1" %)
545 545  (((
546 546  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
547 -)))|(% colspan="1" %)(% colspan="1" %)
548 -(((
549 -
550 550  )))
551 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
748 +|(% colspan="4" %)(% colspan="3" %)
552 552  (((
553 -//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.//
750 +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.
554 554  )))
555 555  |(% colspan="1" %)(% colspan="1" %)
556 556  (((
... ... @@ -558,16 +558,13 @@
558 558  )))|(% colspan="1" %)(% colspan="1" %)
559 559  (((
560 560  3.0 Beta 1
561 -)))|(% colspan="1" %)(% colspan="1" %)
758 +)))|(% colspan="2" %)(% colspan="1" %)
562 562  (((
563 563  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
564 -)))|(% colspan="1" %)(% colspan="1" %)
565 -(((
566 -
567 567  )))
568 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
762 +|(% colspan="4" %)(% colspan="3" %)
569 569  (((
570 -//These actions had no effect and were removed.//
764 +These actions had no effect and were removed.
571 571  )))
572 572  |(% colspan="1" %)(% colspan="1" %)
573 573  (((
... ... @@ -575,16 +575,13 @@
575 575  )))|(% colspan="1" %)(% colspan="1" %)
576 576  (((
577 577  3.0 Beta 1
578 -)))|(% colspan="1" %)(% colspan="1" %)
772 +)))|(% colspan="2" %)(% colspan="1" %)
579 579  (((
580 580  **<setup_conversation_minigame/>** script action removed
581 -)))|(% colspan="1" %)(% colspan="1" %)
582 -(((
583 -
584 584  )))
585 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
776 +|(% colspan="4" %)(% colspan="3" %)
586 586  (((
587 -//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.//
778 +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.
588 588  )))
589 589  |(% colspan="1" %)(% colspan="1" %)
590 590  (((
... ... @@ -592,16 +592,13 @@
592 592  )))|(% colspan="1" %)(% colspan="1" %)
593 593  (((
594 594  3.0 Beta 1
595 -)))|(% colspan="1" %)(% colspan="1" %)
786 +)))|(% colspan="2" %)(% colspan="1" %)
596 596  (((
597 597  <add_player_choice_*> **confidence** attribute removed
598 -)))|(% colspan="1" %)(% colspan="1" %)
599 -(((
600 -
601 601  )))
602 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
790 +|(% colspan="4" %)(% colspan="3" %)
603 603  (((
604 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
792 +The default confidence of player options is another leftover from the XR era and had no effect in X4.
605 605  )))
606 606  |(% colspan="1" %)(% colspan="1" %)
607 607  (((
... ... @@ -609,16 +609,13 @@
609 609  )))|(% colspan="1" %)(% colspan="1" %)
610 610  (((
611 611  3.0 Beta 1
612 -)))|(% colspan="1" %)(% colspan="1" %)
800 +)))|(% colspan="2" %)(% colspan="1" %)
613 613  (((
614 614  **<hack_via_control_panel/>** script action removed
615 -)))|(% colspan="1" %)(% colspan="1" %)
616 -(((
617 -
618 618  )))
619 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
804 +|(% colspan="4" %)(% colspan="3" %)
620 620  (((
621 -//Unused script action <hack_via_control_panel/> was removed.//
806 +Unused script action <hack_via_control_panel/> was removed.
622 622  )))
623 623  |(% colspan="1" %)(% colspan="1" %)
624 624  (((
... ... @@ -626,30 +626,24 @@
626 626  )))|(% colspan="1" %)(% colspan="1" %)
627 627  (((
628 628  3.0 Beta 1
629 -)))|(% colspan="1" %)(% colspan="1" %)
814 +)))|(% colspan="2" %)(% colspan="1" %)
630 630  (((
631 631  **Lua: **GetMiniGameCursorPosition() removed
632 -)))|(% colspan="1" %)(% colspan="1" %)
633 -(((
634 -
635 635  )))
636 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
818 +|(% colspan="4" %)(% colspan="3" %)
637 637  (((
638 -//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.//
820 +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.
639 639  )))
640 640  |(((
641 641  UI core
642 642  )))|(((
643 643  3.0 Beta 1
644 -)))|(((
826 +)))|(% colspan="2" %)(((
645 645  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
646 -)))|(% colspan="1" %)(% colspan="1" %)
647 -(((
648 -
649 649  )))
650 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
829 +|(% colspan="4" %)(% colspan="3" %)
651 651  (((
652 -//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.//
831 +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.
653 653  )))
654 654  |(% colspan="1" %)(% colspan="1" %)
655 655  (((
... ... @@ -657,16 +657,13 @@
657 657  )))|(% colspan="1" %)(% colspan="1" %)
658 658  (((
659 659  3.0 Beta 1
660 -)))|(% colspan="1" %)(% colspan="1" %)
839 +)))|(% colspan="2" %)(% colspan="1" %)
661 661  (((
662 662  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
663 -)))|(% colspan="1" %)(% colspan="1" %)
664 -(((
665 -
666 666  )))
667 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
843 +|(% colspan="4" %)(% colspan="3" %)
668 668  (((
669 -//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.//
845 +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.
670 670  )))
671 671  |(% colspan="1" %)(% colspan="1" %)
672 672  (((
... ... @@ -674,17 +674,14 @@
674 674  )))|(% colspan="1" %)(% colspan="1" %)
675 675  (((
676 676  3.0 Beta 1
677 -)))|(% colspan="1" %)(% colspan="1" %)
853 +)))|(% colspan="2" %)(% colspan="1" %)
678 678  (((
679 679  **$ware.illegal** updated
680 -)))|(% colspan="1" %)(% colspan="1" %)
681 -(((
682 -
683 683  )))
684 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
857 +|(% colspan="4" %)(% colspan="3" %)
685 685  (((
686 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
687 -//It now returns true if $ware is illegal to any faction in the game.//
859 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
860 +It now returns true if $ware is illegal to any faction in the game.
688 688  )))
689 689  |(% colspan="1" %)(% colspan="1" %)
690 690  (((
... ... @@ -692,16 +692,13 @@
692 692  )))|(% colspan="1" %)(% colspan="1" %)
693 693  (((
694 694  3.0 Beta 1
695 -)))|(% colspan="1" %)(% colspan="1" %)
868 +)))|(% colspan="2" %)(% colspan="1" %)
696 696  (((
697 697  MD script **RML_Flight_Along_Path** removed
698 -)))|(% colspan="1" %)(% colspan="1" %)
699 -(((
700 -
701 701  )))
702 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
872 +|(% colspan="4" %)(% colspan="3" %)
703 703  (((
704 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
874 +The MD script RML_Flight_Along_Path was not referened and was removed.
705 705  )))
706 706  |(% colspan="1" %)(% colspan="1" %)
707 707  (((
... ... @@ -709,86 +709,75 @@
709 709  )))|(% colspan="1" %)(% colspan="1" %)
710 710  (((
711 711  3.0 Beta 1
712 -)))|(% colspan="1" %)(% colspan="1" %)
882 +)))|(% colspan="2" %)(% colspan="1" %)
713 713  (((
714 714  parameters of **<event_venture_mission_completed/>** changed
715 -)))|(% colspan="1" %)(% colspan="1" %)
716 -(((
717 -
718 718  )))
719 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
886 +|(% colspan="4" %)(% colspan="3" %)
720 720  (((
721 -//old params: param = venture details, param2 = ships involved, param3 = duration//
722 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
888 +old params: param = venture details, param2 = ships involved, param3 = duration
889 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
723 723  )))
724 724  |(((
725 725  Scripts
726 726  )))|(((
727 727  3.0 Beta 1
728 -)))|(((
895 +)))|(% colspan="2" %)(((
729 729  **<set_object_wing_name/>** removed,
730 730  **<set_object_fleet_name/>** added
731 -)))|(% colspan="1" %)(% colspan="1" %)
732 -(((
733 -
734 734  )))
735 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
899 +|(% colspan="4" %)(% colspan="3" %)
736 736  (((
737 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
901 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>
738 738  )))
739 739  |(((
740 740  Scripts
741 741  )))|(((
742 742  3.0 Beta 1
743 -)))|(((
907 +)))|(% colspan="2" %)(((
744 744  **$controllable.wing.*** removed,
745 745  **$controllable.fleet.*** added
746 -)))|(% colspan="1" %)(% colspan="1" %)
747 -(((
748 -
749 749  )))
750 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
911 +|(% colspan="4" %)(% colspan="3" %)
751 751  (((
752 752  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
753 753  )))
754 -|(% colspan="4" %)(% colspan="4" %)
755 -(((
756 -== 2.60 ==
757 -)))
915 +
916 +----
917 +
918 +=== Version 2.60 ===
919 +
920 +(% class="table-striped" %)
758 758  |(((
759 759  Scripts
760 760  )))|(((
761 761  2.60 Beta 1
762 -)))|(((
925 +)))|(% colspan="2" %)(((
763 763  '**checkoperational**' filter behaviour changed
764 -)))|(% colspan="1" %)(% colspan="1" %)
765 -(((
766 -
767 767  )))
768 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
928 +|(% colspan="10" %)(% colspan="3" %)
769 769  (((
770 -//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.//
930 +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.
771 771  
772 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
932 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.
773 773  )))
774 774  |(((
775 775  Scripts
776 776  )))|(((
777 777  2.60 Beta 1
778 -)))|(((
938 +)))|(% colspan="2" %)(((
779 779  $container.**supplyresources** behavior changed
780 -)))|(% colspan="1" %)(% colspan="1" %)
940 +)))| | |
941 +|(% colspan="10" %)(% colspan="3" %)
781 781  (((
782 -
943 +The script keyword $container.supplyresources now includes reserved wares.
783 783  )))
784 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
785 -(((
786 -//The script keyword $container.supplyresources now includes reserved wares.//
787 -)))
788 -|(% colspan="4" %)(% colspan="4" %)
789 -(((
790 -== 2.20 ==
791 -)))
945 +
946 +----
947 +
948 +=== Version 2.20 ===
949 +
950 +(% class="table-striped" %)
792 792  |(% colspan="1" %)(% colspan="1" %)
793 793  (((
794 794  UI core
... ... @@ -795,20 +795,16 @@
795 795  )))|(% colspan="1" %)(% colspan="1" %)
796 796  (((
797 797  2.20 Beta 3/4
798 -)))|(% colspan="1" %)(% colspan="1" %)
957 +)))|(% colspan="2" %)(% colspan="1" %)
799 799  (((
800 800  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
801 -)))|(% colspan="1" %)(% colspan="1" %)
802 -(((
803 -
804 804  )))
805 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
961 +|(% colspan="4" %)(% colspan="3" %)
806 806  (((
807 -//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.
808 -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.//
963 +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.
964 +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.
809 809  
810 -//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
811 -//
966 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
812 812  )))
813 813  |(% colspan="1" %)(% colspan="1" %)
814 814  (((
... ... @@ -816,21 +816,20 @@
816 816  )))|(% colspan="1" %)(% colspan="1" %)
817 817  (((
818 818  2.20 Beta 3
819 -)))|(% colspan="1" %)(% colspan="1" %)
974 +)))|(% colspan="2" %)(% colspan="1" %)
820 820  (((
821 821  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
822 -)))|(% colspan="1" %)(% colspan="1" %)
823 -(((
824 -
825 825  )))
826 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
978 +|(% colspan="4" %)(% colspan="3" %)
827 827  (((
828 -//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
980 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.
829 829  )))
830 -|(% colspan="4" %)(% colspan="4" %)
831 -(((
832 -== 2.00 ==
833 -)))
982 +
983 +----
984 +
985 +=== Version 2.00 ===
986 +
987 +(% class="table-striped" %)
834 834  |(% colspan="1" %)(% colspan="1" %)
835 835  (((
836 836  Scripts
... ... @@ -837,16 +837,13 @@
837 837  )))|(% colspan="1" %)(% colspan="1" %)
838 838  (((
839 839  2.00 Beta 1
840 -)))|(% colspan="1" %)(% colspan="1" %)
994 +)))|(% colspan="2" %)(% colspan="1" %)
841 841  (((
842 842  **<event_build_finished/> **param2 now returns null instead of a construction sequence
843 -)))|(% colspan="1" %)(% colspan="1" %)
844 -(((
845 -
846 846  )))
847 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
998 +|(% colspan="4" %)(% colspan="3" %)
848 848  (((
849 -//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
1000 +The construction sequence which was finished should now be accessed via the buildtask provided via param3.
850 850  )))
851 851  |(% colspan="1" %)(% colspan="1" %)
852 852  (((
... ... @@ -854,16 +854,13 @@
854 854  )))|(% colspan="1" %)(% colspan="1" %)
855 855  (((
856 856  2.00 Beta 1
857 -)))|(% colspan="1" %)(% colspan="1" %)
1008 +)))|(% colspan="2" %)(% colspan="1" %)
858 858  (((
859 859  **param.boarding.{...}** strength parameters removed
860 -)))|(% colspan="1" %)(% colspan="1" %)
861 -(((
862 -
863 863  )))
864 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1012 +|(% colspan="4" %)(% colspan="3" %)
865 865  (((
866 -//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
1014 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.
867 867  )))
868 868  |(% colspan="1" %)(% colspan="1" %)
869 869  (((
... ... @@ -871,197 +871,160 @@
871 871  )))|(% colspan="1" %)(% colspan="1" %)
872 872  (((
873 873  2.00 Beta 1
874 -)))|(% colspan="1" %)(% colspan="1" %)
1022 +)))|(% colspan="2" %)(% colspan="1" %)
875 875  (((
876 876  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
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" %)
1026 +|(% colspan="4" %)(% colspan="3" %)
882 882  (((
883 -//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.//
1028 +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.
884 884  )))
885 885  |(((
886 886  UI extensions
887 887  )))|(((
888 888  2.00 Beta 1
889 -)))|(((
1034 +)))|(% colspan="2" %)(((
890 890  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
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" %)
1037 +|(% colspan="4" %)(% colspan="3" %)
896 896  (((
897 -//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.//
1039 +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.
898 898  )))
899 899  |(((
900 900  UI extensions
901 901  )))|(((
902 902  2.00 Beta 1
903 -)))|(((
1045 +)))|(% colspan="2" %)(((
904 904  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
905 -)))|(% colspan="1" %)(% colspan="1" %)
906 -(((
907 -
908 908  )))
909 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1048 +|(% colspan="4" %)(% colspan="3" %)
910 910  (((
911 -//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.//
912 -//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.//
1050 +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.
1051 +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.
913 913  )))
914 914  |(((
915 915  Scripts
916 916  )))|(((
917 917  2.00 Beta 1
918 -)))|(((
1057 +)))|(% colspan="2" %)(((
919 919  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
920 -)))|(% colspan="1" %)(% colspan="1" %)
921 -(((
922 -
923 923  )))
924 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1060 +|(% colspan="4" %)(% colspan="3" %)
925 925  (((
926 -//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.//
1062 +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.
927 927  )))
928 928  |(((
929 929  Scripts
930 930  )))|(((
931 931  2.00 Beta 1
932 -)))|(((
1068 +)))|(% colspan="2" %)(((
933 933  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
934 -)))|(% colspan="1" %)(% colspan="1" %)
935 -(((
936 -
937 937  )))
938 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1071 +|(% colspan="4" %)(% colspan="3" %)
939 939  (((
940 -//For prior behavior, check for event.param being non-null.//
1073 +For prior behavior, check for event.param being non-null.
941 941  )))
942 942  |(((
943 943  AI Scripts
944 944  )))|(((
945 945  2.00 Beta 1
946 -)))|(((
1079 +)))|(% colspan="2" %)(((
947 947  **<shoot/>/<shoot_at/>** attribute changes.
948 -)))|(% colspan="1" %)(% colspan="1" %)
949 -(((
950 -
951 951  )))
952 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1082 +|(% colspan="4" %)(% colspan="3" %)
953 953  (((
954 -//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
955 -//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.//
956 -//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//
1084 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1085 +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.
1086 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.
957 957  
958 -//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
1088 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.
959 959  )))
960 960  |(((
961 961  UI extensions
962 962  )))|(((
963 963  2.00 Beta 1
964 -)))|(((
965 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
966 -)))|(% colspan="1" %)(% colspan="1" %)
967 -(((
968 -
1094 +)))|(% colspan="2" %)(((
1095 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
969 969  )))
970 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1097 +|(% colspan="4" %)(% colspan="3" %)
971 971  (((
972 -//Added possibility to query build tasks of a certain buildmodule.//
1099 +Added possibility to query build tasks of a certain buildmodule.
973 973  )))
974 974  |(((
975 975  UI extensions
976 976  )))|(((
977 977  2.00 Beta 1
978 -)))|(((
1105 +)))|(% colspan="2" %)(((
979 979  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
980 -)))|(% colspan="1" %)(% colspan="1" %)
981 -(((
982 -
983 983  )))
984 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1108 +|(% colspan="4" %)(% colspan="3" %)
985 985  (((
986 -//Added list of resources a buildmodule needs to build.//
1110 +Added list of resources a buildmodule needs to build.
987 987  )))
988 988  |(((
989 989  UI extensions
990 990  )))|(((
991 991  2.00 Beta 1
992 -)))|(((
993 -(% 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);" %)
994 -)))|(% colspan="1" %)(% colspan="1" %)
995 -(((
996 -
1116 +)))|(% colspan="2" %)(((
1117 +**Lua: CalculateTotalHullFraction() **was removed.
997 997  )))
998 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1119 +|(% colspan="4" %)(% colspan="3" %)
999 999  (((
1000 -//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1121 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1001 1001  )))
1002 1002  |(((
1003 1003  UI extensions
1004 1004  )))|(((
1005 1005  2.00 Beta 1
1006 -)))|(((
1007 -**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" %)
1008 -)))|(% colspan="1" %)(% colspan="1" %)
1009 -(((
1010 -
1127 +)))|(% colspan="2" %)(((
1128 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
1011 1011  )))
1012 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1130 +|(% colspan="4" %)(% colspan="3" %)
1013 1013  (((
1014 -//Changed return value type to const char* to better identify failure reasons in Lua script.//
1132 +Changed return value type to const char* to better identify failure reasons in Lua script.
1015 1015  )))
1016 -|(% colspan="4" %)(% colspan="4" %)
1017 -(((
1018 -== 1.50 ==
1019 -)))
1134 +
1135 +----
1136 +
1137 +=== Version 1.50 ===
1138 +
1139 +(% class="table-striped" %)
1020 1020  |(((
1021 1021  UI extensions
1022 1022  )))|(((
1023 1023  1.50 Beta 3
1024 -)))|(((
1025 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
1026 -)))|(% colspan="1" %)(% colspan="1" %)
1027 -(((
1028 -
1144 +)))|(% colspan="2" %)(((
1145 +**Lua: GetComponentData() **changed behavior of "docksizes" property.
1029 1029  )))
1030 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1147 +|(% colspan="4" %)(% colspan="3" %)
1031 1031  (((
1032 -//The "docksizes" property no longer includes internal ship storage docks.//
1149 +The "docksizes" property no longer includes internal ship storage docks.
1033 1033  )))
1034 1034  |(((
1035 1035  All
1036 1036  )))|(((
1037 1037  1.50 Beta 2
1038 -)))|(((
1155 +)))|(% colspan="2" %)(((
1039 1039  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
1040 -)))|(% colspan="1" %)(% colspan="1" %)
1041 -(((
1042 -
1043 1043  )))
1044 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1158 +|(% colspan="4" %)(% colspan="3" %)
1045 1045  (((
1046 -//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".//
1160 +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".
1047 1047  
1048 -//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
1049 -//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
1050 -//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1162 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()
1163 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"
1164 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)
1051 1051  )))
1052 1052  |(((
1053 1053  UI extensions
1054 1054  )))|(((
1055 1055  1.50 Beta 2
1056 -)))|(((
1057 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
1058 -)))|(% colspan="1" %)(% colspan="1" %)
1059 -(((
1060 -
1170 +)))|(% colspan="2" %)(((
1171 +**FFI: UpgradeGroupInfo **datatype was changed.
1061 1061  )))
1062 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1173 +|(% colspan="4" %)(% colspan="3" %)
1063 1063  (((
1064 -//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1175 +Added new "operational" field to retrieve information about number of operational upgrades in a group.
1065 1065  )))
1066 1066  |(% colspan="1" %)(% colspan="1" %)
1067 1067  (((
... ... @@ -1069,67 +1069,58 @@
1069 1069  )))|(% colspan="1" %)(% colspan="1" %)
1070 1070  (((
1071 1071  1.50 Beta 1
1072 -)))|(% colspan="1" %)(% colspan="1" %)
1183 +)))|(% colspan="2" %)(% colspan="1" %)
1073 1073  (((
1074 1074  **FFI: SetGuidance()** removed useinfopoint argument.
1075 -)))|(% colspan="1" %)(% colspan="1" %)
1076 -(((
1077 -
1078 1078  )))
1079 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1187 +|(% colspan="4" %)(% colspan="3" %)
1080 1080  (((
1081 -//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.
1082 -//
1189 +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.
1083 1083  
1084 -//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1191 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
1085 1085  )))
1086 1086  |(((
1087 1087  UI extensions
1088 1088  )))|(((
1089 1089  1.50 Beta 1
1090 -)))|(((
1091 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1092 -)))|(% colspan="1" %)(% colspan="1" %)
1093 -(((
1094 -
1197 +)))|(% colspan="2" %)(((
1198 +**FFI: CancelConstruction() **changed its return value.
1095 1095  )))
1096 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1200 +|(% colspan="4" %)(% colspan="3" %)
1097 1097  (((
1098 -(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
1202 +CancelConstruction() now returns if the cancellation was successful.
1099 1099  )))
1100 -|(% colspan="4" %)(% colspan="4" %)
1101 -(((
1102 -== 1.32 ==
1103 -)))
1204 +
1205 +----
1206 +
1207 +=== Version 1.32 ===
1208 +
1209 +(% class="table-striped" %)
1104 1104  |(((
1105 1105  UI extensions
1106 1106  )))|(((
1107 1107  1.32
1108 -)))|(((
1214 +)))|(% colspan="2" %)(((
1109 1109  **Lua: GetComponentData() **removed the "nextdestname" property.
1110 -)))|(% colspan="1" %)(% colspan="1" %)
1111 -(((
1112 -
1113 1113  )))
1114 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1217 +|(% colspan="4" %)(% colspan="3" %)
1115 1115  (((
1116 -//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1219 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.
1117 1117  )))
1118 -|(% colspan="4" %)(% colspan="4" %)
1119 -(((
1120 -== 1.20 ==
1121 -)))
1221 +
1222 +----
1223 +
1224 +=== Version 1.20 ===
1225 +
1226 +(% class="table-striped" %)
1122 1122  |(((
1123 1123  UI extensions
1124 1124  )))|(((
1125 1125  1.20
1126 -)))|(((
1127 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1128 -)))|(% colspan="1" %)(% colspan="1" %)
1129 -(((
1130 -
1231 +)))|(% colspan="2" %)(((
1232 +**FFI: GetAAOption()** got a new "useconfig" parameter.
1131 1131  )))
1132 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1234 +|(% colspan="4" %)(% colspan="3" %)
1133 1133  (((
1134 -//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.//
1236 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.//
1135 1135  )))
Confluence.Code.ConfluencePageClass[0]
id
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1 -104596046
space
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1 -X4WIKI
url
... ... @@ -1,1 +1,0 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/104596046/Breaking Changes