Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 93.1
edited by florian
on 2021/08/03 11:21
on 2021/08/03 11:21
Change comment:
There is no comment for this version
To version 104.2
edited by Volodymyr Boichuk
on 2023/07/10 12:21
on 2023/07/10 12:21
Change comment:
Update document after refactoring.
Summary
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Page properties (3 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
Details
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... ... @@ -1,0 +1,1 @@ 1 +X4WIKI.X4 Wiki Home.Modding Support.WebHome - Author
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. florian1 +xwiki:XWiki.Volodymyr - Content
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... ... @@ -18,6 +18,7 @@ 18 18 19 19 = Breaking Changes = 20 20 21 +(% class="wrapped" %) 21 21 |=((( 22 22 Type 23 23 )))|=((( ... ... @@ -24,12 +24,153 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 -)))|=(% colspan="1" %)(% colspan="1" %) 28 +))) 29 +|(% colspan="3" %)(% colspan="3" %) 28 28 ((( 29 - 31 +== 6.00 == 30 30 ))) 31 -|(% colspan="4" %)(% colspan="4" %) 33 +|((( 34 +Libraries 35 +)))|((( 36 +6.00 Beta 7 37 +)))|((( 38 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 39 +))) 40 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 32 32 ((( 42 +//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. 43 +// 44 + 45 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 46 +))) 47 +|(% colspan="1" %)(% colspan="1" %) 48 +((( 49 +Scripts 50 +)))|(% colspan="1" %)(% colspan="1" %) 51 +((( 52 +6.00 Beta 4 53 +)))|(% colspan="1" %)(% colspan="1" %) 54 +((( 55 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 56 +))) 57 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 58 +((( 59 +//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. // 60 + 61 +//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.// 62 +))) 63 +|(% colspan="1" %)(% colspan="1" %) 64 +((( 65 +Scripts 66 +)))|(% colspan="1" %)(% colspan="1" %) 67 +((( 68 +6.00 Beta 3 69 +)))|(% colspan="1" %)(% colspan="1" %) 70 +((( 71 +Changed result of **<find_object_surface>** action in the case of a failure 72 +))) 73 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 74 +((( 75 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 76 + 77 +//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.// 78 + 79 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 80 +))) 81 +|(% colspan="1" %)(% colspan="1" %) 82 +((( 83 +Scripts 84 +)))|(% colspan="1" %)(% colspan="1" %) 85 +((( 86 +6.00 Beta 1 87 +)))|(% colspan="1" %)(% colspan="1" %) 88 +((( 89 +Behaviour change for **<match_dock>** script component filter 90 +))) 91 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 92 +((( 93 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 94 +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.// 95 +))) 96 +|(% colspan="1" %)(% colspan="1" %) 97 +((( 98 +Scripts 99 +)))|(% colspan="1" %)(% colspan="1" %) 100 +((( 101 +6.00 Beta 1 102 +)))|(% colspan="1" %)(% colspan="1" %) 103 +((( 104 +Changed result attribute location for **<get_attackstrength>** 105 +))) 106 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 107 +((( 108 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 109 +))) 110 +|((( 111 +Assets 112 +)))|((( 113 +6.00 Beta 1 114 +)))|((( 115 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 116 +))) 117 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %) 118 +((( 119 +//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. 120 +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.// 121 +))) 122 +|(% colspan="1" %)(% colspan="1" %) 123 +((( 124 +Scripts 125 +)))|(% colspan="1" %)(% colspan="1" %) 126 +((( 127 +6.00 Beta 1 128 +)))|(% colspan="1" %)(% colspan="1" %) 129 +((( 130 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 131 +))) 132 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %) 133 +((( 134 +//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.// 135 +))) 136 +|((( 137 +Scripts 138 +)))|((( 139 +6.00 Beta 1 140 +)))|((( 141 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 142 +))) 143 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %) 144 +((( 145 +//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.// 146 +))) 147 +|((( 148 +Cutscenes 149 +)))|((( 150 +6.00 Beta 1 151 +)))|((( 152 +Changed behaviour of **<angles>** in cutscenes 153 +))) 154 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %) 155 +((( 156 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 157 +))) 158 +|(% colspan="3" %)(% colspan="3" %) 159 +((( 160 +== 5.00 == 161 +))) 162 +|((( 163 +Parameters 164 +)))|((( 165 +5.00 Beta 1 166 +)))|((( 167 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 168 +))) 169 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 170 +((( 171 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 172 +))) 173 +|(% colspan="3" %)(% colspan="3" %) 174 +((( 33 33 == 4.10 == 34 34 ))) 35 35 |(% colspan="1" %)(% colspan="1" %) ... ... @@ -37,20 +37,28 @@ 37 37 UI extensions 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 -4.10 Beta 6182 +4.10 Beta 7 41 41 )))|(% colspan="1" %)(% colspan="1" %) 42 42 ((( 43 -**FFI**: CustomGameStartPlayerProperty2 changed 185 +**FFI**: (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderCrewInfo() and (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderDockedShipInfos()(%%) deprecated 186 +))) 187 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 188 +((( 189 +//The functionality represented by (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos()(%%) has been removed and the function was therefore stubbed.// 190 +))) 191 +|(% colspan="1" %)(% colspan="1" %) 192 +((( 193 +UI extensions 44 44 )))|(% colspan="1" %)(% colspan="1" %) 45 45 ((( 46 - 196 +4.10 Beta 6 197 +)))|(% colspan="1" %)(% colspan="1" %) 198 +((( 199 +**FFI**: CustomGameStartPlayerProperty2 changed 47 47 ))) 48 48 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 49 49 ((( 50 50 //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 51 -)))|(% colspan="1" %)(% colspan="1" %) 52 -((( 53 - 54 54 ))) 55 55 |(% colspan="1" %)(% colspan="1" %) 56 56 ((( ... ... @@ -61,16 +61,10 @@ 61 61 )))|(% colspan="1" %)(% colspan="1" %) 62 62 ((( 63 63 Renamed **<stationinfobox>** to **<infobox>** 64 -)))|(% colspan="1" %)(% colspan="1" %) 65 -((( 66 - 67 67 ))) 68 68 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 69 69 ((( 70 70 //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 71 -)))|(% colspan="1" %)(% colspan="1" %) 72 -((( 73 - 74 74 ))) 75 75 |(% colspan="1" %)(% colspan="1" %) 76 76 ((( ... ... @@ -81,16 +81,10 @@ 81 81 )))|(% colspan="1" %)(% colspan="1" %) 82 82 ((( 83 83 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 84 -)))|(% colspan="1" %)(% colspan="1" %) 85 -((( 86 - 87 87 ))) 88 88 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 89 89 ((( 90 90 //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.// 91 -)))|(% colspan="1" %)(% colspan="1" %) 92 -((( 93 - 94 94 ))) 95 95 |((( 96 96 UI extensions ... ... @@ -98,16 +98,10 @@ 98 98 4.10 Beta 2 99 99 )))|((( 100 100 **FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed 101 -)))|(% colspan="1" %)(% colspan="1" %) 102 -((( 103 - 104 104 ))) 105 105 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 106 106 ((( 107 107 //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 108 -)))|(% colspan="1" %)(% colspan="1" %) 109 -((( 110 - 111 111 ))) 112 112 |((( 113 113 Scripts ... ... @@ -115,10 +115,8 @@ 115 115 4.10 Beta 1 116 116 )))|((( 117 117 People related attributes of mission** <delivery> **node moved 118 -)))|((( 119 - 120 120 ))) 121 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)251 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 122 122 ((( 123 123 //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.// 124 124 ))) ... ... @@ -131,16 +131,10 @@ 131 131 )))|(% colspan="1" %)(% colspan="1" %) 132 132 ((( 133 133 **$destructible.productions** replaced with $defensible.productions 134 -)))|(% colspan="1" %)(% colspan="1" %) 135 -((( 136 - 137 137 ))) 138 138 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 139 139 ((( 140 140 //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 141 -)))|(% colspan="1" %)(% colspan="1" %) 142 -((( 143 - 144 144 ))) 145 145 |((( 146 146 Scripts ... ... @@ -148,14 +148,12 @@ 148 148 4.10 Beta 1 149 149 )))|((( 150 150 Removed script property **$object.spawnsourceseed** 151 -)))|((( 152 - 153 153 ))) 154 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)276 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 155 155 ((( 156 156 //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.// 157 157 ))) 158 -|(% colspan=" 4" %)(% colspan="4" %)280 +|(% colspan="3" %)(% colspan="3" %) 159 159 ((( 160 160 == 4.00 == 161 161 ))) ... ... @@ -168,9 +168,6 @@ 168 168 )))|(% colspan="1" %)(% colspan="1" %) 169 169 ((( 170 170 Controlled ship can change without a **gameplanchange-event** occurring. 171 -)))|(% colspan="1" %)(% colspan="1" %) 172 -((( 173 - 174 174 ))) 175 175 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 176 176 ((( ... ... @@ -177,9 +177,6 @@ 177 177 //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). 178 178 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. 179 179 // 180 -)))|(% colspan="1" %)(% colspan="1" %) 181 -((( 182 - 183 183 ))) 184 184 |((( 185 185 Scripts ... ... @@ -187,8 +187,6 @@ 187 187 4.00 Beta 7 188 188 )))|((( 189 189 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 190 -)))|((( 191 - 192 192 ))) 193 193 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 194 194 ((( ... ... @@ -195,9 +195,6 @@ 195 195 //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 196 196 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 197 197 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// 198 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 199 -((( 200 - 201 201 ))) 202 202 |(% colspan="1" %)(% colspan="1" %) 203 203 ((( ... ... @@ -208,9 +208,6 @@ 208 208 )))|(% colspan="1" %)(% colspan="1" %) 209 209 ((( 210 210 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 211 -)))|(% colspan="1" %)(% colspan="1" %) 212 -((( 213 - 214 214 ))) 215 215 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 216 216 ((( ... ... @@ -219,9 +219,6 @@ 219 219 220 220 //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 221 221 // 222 -)))|(% colspan="1" %)(% colspan="1" %) 223 -((( 224 - 225 225 ))) 226 226 |(% colspan="1" %)(% colspan="1" %) 227 227 ((( ... ... @@ -232,9 +232,6 @@ 232 232 )))|(% colspan="1" %)(% colspan="1" %) 233 233 ((( 234 234 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 235 -)))|(% colspan="1" %)(% colspan="1" %) 236 -((( 237 - 238 238 ))) 239 239 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 240 240 ((( ... ... @@ -241,9 +241,6 @@ 241 241 //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.// 242 242 243 243 //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). 244 -)))|(% colspan="1" %)(% colspan="1" %) 245 -((( 246 - 247 247 ))) 248 248 |((( 249 249 Parameters ... ... @@ -251,10 +251,8 @@ 251 251 4.00 Beta 1 252 252 )))|((( 253 253 **requiresconstructionvessel** parameter moved 254 -)))|((( 255 - 256 256 ))) 257 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)354 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 258 258 ((( 259 259 //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 260 260 ))) ... ... @@ -264,17 +264,12 @@ 264 264 4.00 Beta 1 265 265 )))|((( 266 266 Changed behaviour of **gatedistance** script property 267 -)))|((( 268 - 269 269 ))) 270 270 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 271 271 ((( 272 272 //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 273 -)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 274 -((( 275 - 276 276 ))) 277 -|(% colspan=" 4" %)(% colspan="4" %)369 +|(% colspan="3" %)(% colspan="3" %) 278 278 ((( 279 279 == 3.30 == 280 280 ))) ... ... @@ -284,15 +284,12 @@ 284 284 3.30 Beta 3 285 285 )))|((( 286 286 **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()** 287 -)))|(% colspan="1" %)(% colspan="1" %) 288 -((( 289 - 290 290 ))) 291 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)380 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 292 292 ((( 293 293 //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()// 294 294 ))) 295 -|(% colspan=" 4" %)(% colspan="4" %)384 +|(% colspan="3" %)(% colspan="3" %) 296 296 ((( 297 297 == 3.20 == 298 298 ))) ... ... @@ -302,11 +302,8 @@ 302 302 3.20 Beta 1 303 303 )))|((( 304 304 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 305 -)))|(% colspan="1" %)(% colspan="1" %) 306 -((( 307 - 308 308 ))) 309 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)395 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 310 310 ((( 311 311 //Old params: param = attacked object, param2 = attack method, param3 = attacked component// 312 312 //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] ... ... @@ -321,11 +321,8 @@ 321 321 )))|(% colspan="1" %)(% colspan="1" %) 322 322 ((( 323 323 Removed script property $trade.**restriction.faction** 324 -)))|(% colspan="1" %)(% colspan="1" %) 325 -((( 326 - 327 327 ))) 328 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)411 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 329 329 ((( 330 330 //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 331 331 ))) ... ... @@ -335,15 +335,12 @@ 335 335 3.20 Beta 1 336 336 )))|((( 337 337 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 338 -)))|(% colspan="1" %)(% colspan="1" %) 339 -((( 340 - 341 341 ))) 342 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)422 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 343 343 ((( 344 344 //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.// 345 345 ))) 346 -|(% colspan=" 4" %)(% colspan="4" %)426 +|(% colspan="3" %)(% colspan="3" %) 347 347 ((( 348 348 == 3.10 == 349 349 ))) ... ... @@ -356,15 +356,12 @@ 356 356 )))|(% colspan="1" %)(% colspan="1" %) 357 357 ((( 358 358 Removed script action **<add_build/>** 359 -)))|(% colspan="1" %)(% colspan="1" %) 360 -((( 361 - 362 362 ))) 363 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)440 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 364 364 ((( 365 365 //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.// 366 366 ))) 367 -|(% colspan=" 4" %)(% colspan="4" %)444 +|(% colspan="3" %)(% colspan="3" %) 368 368 ((( 369 369 == 3.00 == 370 370 ))) ... ... @@ -377,11 +377,8 @@ 377 377 )))|(% colspan="1" %)(% colspan="1" %) 378 378 ((( 379 379 Changed behaviour of script action **<get_suitable_job/>** 380 -)))|(% colspan="1" %)(% colspan="1" %) 381 -((( 382 - 383 383 ))) 384 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)458 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 385 385 ((( 386 386 //<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.// 387 387 ))) ... ... @@ -394,11 +394,8 @@ 394 394 )))|(% colspan="1" %)(% colspan="1" %) 395 395 ((( 396 396 Changed behaviour of script action **<get_ware_definition/>** 397 -)))|(% colspan="1" %)(% colspan="1" %) 398 -((( 399 - 400 400 ))) 401 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)472 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 402 402 ((( 403 403 //<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.// 404 404 ))) ... ... @@ -411,11 +411,8 @@ 411 411 )))|(% colspan="1" %)(% colspan="1" %) 412 412 ((( 413 413 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 414 -)))|(% colspan="1" %)(% colspan="1" %) 415 -((( 416 - 417 417 ))) 418 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)486 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 419 419 ((( 420 420 //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.)\\ 421 421 ... ... @@ -430,11 +430,8 @@ 430 430 )))|(% colspan="1" %)(% colspan="1" %) 431 431 ((( 432 432 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 433 -)))|(% colspan="1" %)(% colspan="1" %) 434 -((( 435 - 436 436 ))) 437 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)502 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 438 438 ((( 439 439 //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.// 440 440 ))) ... ... @@ -447,11 +447,8 @@ 447 447 )))|(% colspan="1" %)(% colspan="1" %) 448 448 ((( 449 449 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 450 -)))|(% colspan="1" %)(% colspan="1" %) 451 -((( 452 - 453 453 ))) 454 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)516 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 455 455 ((( 456 456 //Before the change, positions are relative to $dockingbay.parent. 457 457 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -465,11 +465,8 @@ 465 465 )))|(% colspan="1" %)(% colspan="1" %) 466 466 ((( 467 467 Support for entity flag "**skillsvisible**" dropped 468 -)))|(% colspan="1" %)(% colspan="1" %) 469 -((( 470 - 471 471 ))) 472 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)531 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 473 473 ((( 474 474 //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().// 475 475 ))) ... ... @@ -479,11 +479,8 @@ 479 479 3.0 Beta 2 480 480 )))|((( 481 481 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 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" %)542 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 487 487 ((( 488 488 //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. 489 489 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. ... ... @@ -499,11 +499,8 @@ 499 499 )))|(% colspan="1" %)(% colspan="1" %) 500 500 ((( 501 501 **MissionBoard** support dropped 502 -)))|(% colspan="1" %)(% colspan="1" %) 503 -((( 504 - 505 505 ))) 506 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)559 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 507 507 ((( 508 508 //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.// 509 509 ))) ... ... @@ -513,11 +513,8 @@ 513 513 3.0 Beta 1 514 514 )))|((( 515 515 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 516 -)))|(% colspan="1" %)(% colspan="1" %) 517 -((( 518 - 519 519 ))) 520 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)570 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 521 521 ((( 522 522 //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.// 523 523 ))) ... ... @@ -530,11 +530,8 @@ 530 530 )))|(% colspan="1" %)(% colspan="1" %) 531 531 ((( 532 532 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 533 -)))|(% colspan="1" %)(% colspan="1" %) 534 -((( 535 - 536 536 ))) 537 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)584 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 538 538 ((( 539 539 //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.// 540 540 ))) ... ... @@ -547,11 +547,8 @@ 547 547 )))|(% colspan="1" %)(% colspan="1" %) 548 548 ((( 549 549 Script action **<set_doors_locked/>** attribute **'group'** changed 550 -)))|(% colspan="1" %)(% colspan="1" %) 551 -((( 552 - 553 553 ))) 554 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)598 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 555 555 ((( 556 556 //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.// 557 557 ))) ... ... @@ -564,11 +564,8 @@ 564 564 )))|(% colspan="1" %)(% colspan="1" %) 565 565 ((( 566 566 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 567 -)))|(% colspan="1" %)(% colspan="1" %) 568 -((( 569 - 570 570 ))) 571 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)612 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 572 572 ((( 573 573 //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.// 574 574 ))) ... ... @@ -581,11 +581,8 @@ 581 581 )))|(% colspan="1" %)(% colspan="1" %) 582 582 ((( 583 583 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 584 -)))|(% colspan="1" %)(% colspan="1" %) 585 -((( 586 - 587 587 ))) 588 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)626 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 589 589 ((( 590 590 //These actions had no effect and were removed.// 591 591 ))) ... ... @@ -598,11 +598,8 @@ 598 598 )))|(% colspan="1" %)(% colspan="1" %) 599 599 ((( 600 600 **<setup_conversation_minigame/>** script action removed 601 -)))|(% colspan="1" %)(% colspan="1" %) 602 -((( 603 - 604 604 ))) 605 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)640 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 606 606 ((( 607 607 //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.// 608 608 ))) ... ... @@ -615,11 +615,8 @@ 615 615 )))|(% colspan="1" %)(% colspan="1" %) 616 616 ((( 617 617 <add_player_choice_*> **confidence** attribute removed 618 -)))|(% colspan="1" %)(% colspan="1" %) 619 -((( 620 - 621 621 ))) 622 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)654 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 623 623 ((( 624 624 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 625 625 ))) ... ... @@ -632,11 +632,8 @@ 632 632 )))|(% colspan="1" %)(% colspan="1" %) 633 633 ((( 634 634 **<hack_via_control_panel/>** script action removed 635 -)))|(% colspan="1" %)(% colspan="1" %) 636 -((( 637 - 638 638 ))) 639 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)668 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 640 640 ((( 641 641 //Unused script action <hack_via_control_panel/> was removed.// 642 642 ))) ... ... @@ -649,11 +649,8 @@ 649 649 )))|(% colspan="1" %)(% colspan="1" %) 650 650 ((( 651 651 **Lua: **GetMiniGameCursorPosition() removed 652 -)))|(% colspan="1" %)(% colspan="1" %) 653 -((( 654 - 655 655 ))) 656 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)682 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 657 657 ((( 658 658 //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.// 659 659 ))) ... ... @@ -663,11 +663,8 @@ 663 663 3.0 Beta 1 664 664 )))|((( 665 665 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 666 -)))|(% colspan="1" %)(% colspan="1" %) 667 -((( 668 - 669 669 ))) 670 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)693 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 671 671 ((( 672 672 //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.// 673 673 ))) ... ... @@ -680,11 +680,8 @@ 680 680 )))|(% colspan="1" %)(% colspan="1" %) 681 681 ((( 682 682 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 683 -)))|(% colspan="1" %)(% colspan="1" %) 684 -((( 685 - 686 686 ))) 687 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)707 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 688 688 ((( 689 689 //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.// 690 690 ))) ... ... @@ -697,11 +697,8 @@ 697 697 )))|(% colspan="1" %)(% colspan="1" %) 698 698 ((( 699 699 **$ware.illegal** updated 700 -)))|(% colspan="1" %)(% colspan="1" %) 701 -((( 702 - 703 703 ))) 704 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)721 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 705 705 ((( 706 706 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 707 707 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -715,11 +715,8 @@ 715 715 )))|(% colspan="1" %)(% colspan="1" %) 716 716 ((( 717 717 MD script **RML_Flight_Along_Path** removed 718 -)))|(% colspan="1" %)(% colspan="1" %) 719 -((( 720 - 721 721 ))) 722 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)736 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 723 723 ((( 724 724 //The MD script RML_Flight_Along_Path was not referened and was removed.// 725 725 ))) ... ... @@ -732,11 +732,8 @@ 732 732 )))|(% colspan="1" %)(% colspan="1" %) 733 733 ((( 734 734 parameters of **<event_venture_mission_completed/>** changed 735 -)))|(% colspan="1" %)(% colspan="1" %) 736 -((( 737 - 738 738 ))) 739 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)750 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 740 740 ((( 741 741 //old params: param = venture details, param2 = ships involved, param3 = duration// 742 742 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -748,11 +748,8 @@ 748 748 )))|((( 749 749 **<set_object_wing_name/>** removed, 750 750 **<set_object_fleet_name/>** added 751 -)))|(% colspan="1" %)(% colspan="1" %) 752 -((( 753 - 754 754 ))) 755 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)763 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 756 756 ((( 757 757 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 758 758 ))) ... ... @@ -763,15 +763,12 @@ 763 763 )))|((( 764 764 **$controllable.wing.*** removed, 765 765 **$controllable.fleet.*** added 766 -)))|(% colspan="1" %)(% colspan="1" %) 767 -((( 768 - 769 769 ))) 770 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)775 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 771 771 ((( 772 772 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 773 773 ))) 774 -|(% colspan=" 4" %)(% colspan="4" %)779 +|(% colspan="3" %)(% colspan="3" %) 775 775 ((( 776 776 == 2.60 == 777 777 ))) ... ... @@ -781,11 +781,8 @@ 781 781 2.60 Beta 1 782 782 )))|((( 783 783 '**checkoperational**' filter behaviour changed 784 -)))|(% colspan="1" %)(% colspan="1" %) 785 -((( 786 - 787 787 ))) 788 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)790 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 789 789 ((( 790 790 //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.// 791 791 ... ... @@ -797,15 +797,12 @@ 797 797 2.60 Beta 1 798 798 )))|((( 799 799 $container.**supplyresources** behavior changed 800 -)))|(% colspan="1" %)(% colspan="1" %) 801 -((( 802 - 803 803 ))) 804 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)803 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 805 805 ((( 806 806 //The script keyword $container.supplyresources now includes reserved wares.// 807 807 ))) 808 -|(% colspan=" 4" %)(% colspan="4" %)807 +|(% colspan="3" %)(% colspan="3" %) 809 809 ((( 810 810 == 2.20 == 811 811 ))) ... ... @@ -818,11 +818,8 @@ 818 818 )))|(% colspan="1" %)(% colspan="1" %) 819 819 ((( 820 820 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 821 -)))|(% colspan="1" %)(% colspan="1" %) 822 -((( 823 - 824 824 ))) 825 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)821 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 826 826 ((( 827 827 //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. 828 828 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.// ... ... @@ -839,15 +839,12 @@ 839 839 )))|(% colspan="1" %)(% colspan="1" %) 840 840 ((( 841 841 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 842 -)))|(% colspan="1" %)(% colspan="1" %) 843 -((( 844 - 845 845 ))) 846 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)839 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 847 847 ((( 848 848 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 849 849 ))) 850 -|(% colspan=" 4" %)(% colspan="4" %)843 +|(% colspan="3" %)(% colspan="3" %) 851 851 ((( 852 852 == 2.00 == 853 853 ))) ... ... @@ -860,11 +860,8 @@ 860 860 )))|(% colspan="1" %)(% colspan="1" %) 861 861 ((( 862 862 **<event_build_finished/> **param2 now returns null instead of a construction sequence 863 -)))|(% colspan="1" %)(% colspan="1" %) 864 -((( 865 - 866 866 ))) 867 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)857 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 868 868 ((( 869 869 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 870 870 ))) ... ... @@ -877,11 +877,8 @@ 877 877 )))|(% colspan="1" %)(% colspan="1" %) 878 878 ((( 879 879 **param.boarding.{...}** strength parameters removed 880 -)))|(% colspan="1" %)(% colspan="1" %) 881 -((( 882 - 883 883 ))) 884 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)871 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 885 885 ((( 886 886 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 887 887 ))) ... ... @@ -894,11 +894,8 @@ 894 894 )))|(% colspan="1" %)(% colspan="1" %) 895 895 ((( 896 896 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 897 -)))|(% colspan="1" %)(% colspan="1" %) 898 -((( 899 - 900 900 ))) 901 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)885 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 902 902 ((( 903 903 //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.// 904 904 ))) ... ... @@ -908,11 +908,8 @@ 908 908 2.00 Beta 1 909 909 )))|((( 910 910 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 911 -)))|(% colspan="1" %)(% colspan="1" %) 912 -((( 913 - 914 914 ))) 915 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)896 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 916 916 ((( 917 917 //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.// 918 918 ))) ... ... @@ -922,11 +922,8 @@ 922 922 2.00 Beta 1 923 923 )))|((( 924 924 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 925 -)))|(% colspan="1" %)(% colspan="1" %) 926 -((( 927 - 928 928 ))) 929 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)907 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 930 930 ((( 931 931 //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.// 932 932 //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.// ... ... @@ -937,11 +937,8 @@ 937 937 2.00 Beta 1 938 938 )))|((( 939 939 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 940 -)))|(% colspan="1" %)(% colspan="1" %) 941 -((( 942 - 943 943 ))) 944 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)919 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 945 945 ((( 946 946 //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.// 947 947 ))) ... ... @@ -951,11 +951,8 @@ 951 951 2.00 Beta 1 952 952 )))|((( 953 953 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 954 -)))|(% colspan="1" %)(% colspan="1" %) 955 -((( 956 - 957 957 ))) 958 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)930 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 959 959 ((( 960 960 //For prior behavior, check for event.param being non-null.// 961 961 ))) ... ... @@ -965,11 +965,8 @@ 965 965 2.00 Beta 1 966 966 )))|((( 967 967 **<shoot/>/<shoot_at/>** attribute changes. 968 -)))|(% colspan="1" %)(% colspan="1" %) 969 -((( 970 - 971 971 ))) 972 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)941 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 973 973 ((( 974 974 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 975 975 //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.// ... ... @@ -982,12 +982,9 @@ 982 982 )))|((( 983 983 2.00 Beta 1 984 984 )))|((( 985 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 986 -)))|(% colspan="1" %)(% colspan="1" %) 987 -((( 988 - 954 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 989 989 ))) 990 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)956 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 991 991 ((( 992 992 //Added possibility to query build tasks of a certain buildmodule.// 993 993 ))) ... ... @@ -997,11 +997,8 @@ 997 997 2.00 Beta 1 998 998 )))|((( 999 999 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1000 -)))|(% colspan="1" %)(% colspan="1" %) 1001 -((( 1002 - 1003 1003 ))) 1004 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)967 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1005 1005 ((( 1006 1006 //Added list of resources a buildmodule needs to build.// 1007 1007 ))) ... ... @@ -1011,11 +1011,8 @@ 1011 1011 2.00 Beta 1 1012 1012 )))|((( 1013 1013 (% 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);" %) 1014 -)))|(% colspan="1" %)(% colspan="1" %) 1015 -((( 1016 - 1017 1017 ))) 1018 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)978 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1019 1019 ((( 1020 1020 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1021 1021 ))) ... ... @@ -1024,16 +1024,13 @@ 1024 1024 )))|((( 1025 1025 2.00 Beta 1 1026 1026 )))|((( 1027 -**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" %) 1028 -)))|(% colspan="1" %)(% colspan="1" %) 1029 -((( 1030 - 987 +**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values. 1031 1031 ))) 1032 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)989 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1033 1033 ((( 1034 1034 //Changed return value type to const char* to better identify failure reasons in Lua script.// 1035 1035 ))) 1036 -|(% colspan=" 4" %)(% colspan="4" %)993 +|(% colspan="3" %)(% colspan="3" %) 1037 1037 ((( 1038 1038 == 1.50 == 1039 1039 ))) ... ... @@ -1042,12 +1042,9 @@ 1042 1042 )))|((( 1043 1043 1.50 Beta 3 1044 1044 )))|((( 1045 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 1046 -)))|(% colspan="1" %)(% colspan="1" %) 1047 -((( 1048 - 1002 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 1049 1049 ))) 1050 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)1004 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1051 1051 ((( 1052 1052 //The "docksizes" property no longer includes internal ship storage docks.// 1053 1053 ))) ... ... @@ -1057,11 +1057,8 @@ 1057 1057 1.50 Beta 2 1058 1058 )))|((( 1059 1059 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1060 -)))|(% colspan="1" %)(% colspan="1" %) 1061 -((( 1062 - 1063 1063 ))) 1064 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)1015 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1065 1065 ((( 1066 1066 //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".// 1067 1067 ... ... @@ -1074,12 +1074,9 @@ 1074 1074 )))|((( 1075 1075 1.50 Beta 2 1076 1076 )))|((( 1077 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 1078 -)))|(% colspan="1" %)(% colspan="1" %) 1079 -((( 1080 - 1028 +**FFI: UpgradeGroupInfo **datatype was changed. 1081 1081 ))) 1082 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)1030 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1083 1083 ((( 1084 1084 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1085 1085 ))) ... ... @@ -1092,11 +1092,8 @@ 1092 1092 )))|(% colspan="1" %)(% colspan="1" %) 1093 1093 ((( 1094 1094 **FFI: SetGuidance()** removed useinfopoint argument. 1095 -)))|(% colspan="1" %)(% colspan="1" %) 1096 -((( 1097 - 1098 1098 ))) 1099 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)1044 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1100 1100 ((( 1101 1101 //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. 1102 1102 // ... ... @@ -1108,16 +1108,13 @@ 1108 1108 )))|((( 1109 1109 1.50 Beta 1 1110 1110 )))|((( 1111 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 1112 -)))|(% colspan="1" %)(% colspan="1" %) 1113 -((( 1114 - 1056 +**FFI: CancelConstruction() **changed its return value. 1115 1115 ))) 1116 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)1058 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1117 1117 ((( 1118 1118 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 1119 1119 ))) 1120 -|(% colspan=" 4" %)(% colspan="4" %)1062 +|(% colspan="3" %)(% colspan="3" %) 1121 1121 ((( 1122 1122 == 1.32 == 1123 1123 ))) ... ... @@ -1127,15 +1127,12 @@ 1127 1127 1.32 1128 1128 )))|((( 1129 1129 **Lua: GetComponentData() **removed the "nextdestname" property. 1130 -)))|(% colspan="1" %)(% colspan="1" %) 1131 -((( 1132 - 1133 1133 ))) 1134 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)1073 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1135 1135 ((( 1136 1136 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1137 1137 ))) 1138 -|(% colspan=" 4" %)(% colspan="4" %)1077 +|(% colspan="3" %)(% colspan="3" %) 1139 1139 ((( 1140 1140 == 1.20 == 1141 1141 ))) ... ... @@ -1144,12 +1144,9 @@ 1144 1144 )))|((( 1145 1145 1.20 1146 1146 )))|((( 1147 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 1148 -)))|(% colspan="1" %)(% colspan="1" %) 1149 -((( 1150 - 1086 +**FFI: GetAAOption()** got a new "useconfig" parameter. 1151 1151 ))) 1152 -|(% class="highlight-grey" colspan=" 4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)1088 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1153 1153 ((( 1154 1154 //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.// 1155 1155 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 104923840/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577854/Breaking Changes