Changes for page Breaking Changes

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

From version 98.1
edited by klaus
on 2023/01/06 16:59
Change comment: There is no comment for this version
To version 70.1
edited by matthias
on 2020/10/20 08:43
Change comment: Added changed script property

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.klaus
1 +xwiki:XWiki.matthias
Content
... ... @@ -18,7 +18,6 @@
18 18  
19 19  = Breaking Changes =
20 20  
21 -(% class="wrapped" %)
22 22  |=(((
23 23  Type
24 24  )))|=(((
... ... @@ -25,256 +25,24 @@
25 25  Version
26 26  )))|=(((
27 27  Summary
28 -)))
29 -|(% colspan="3" %)(% colspan="3" %)
27 +)))|=(% colspan="1" %)(% colspan="1" %)
30 30  (((
31 -== 6.00 ==
29 +
32 32  )))
33 -|(((
34 -Assets
35 -)))|(((
36 -6.00 Beta 1
37 -)))|(((
38 -Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
39 -)))
40 -|(% 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" %)
31 +|(% colspan="4" %)(% colspan="4" %)
41 41  (((
42 -//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.
43 -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.//
44 -)))
45 -|(% colspan="1" %)(% colspan="1" %)
46 -(((
47 -Scripts
48 -)))|(% colspan="1" %)(% colspan="1" %)
49 -(((
50 -6.00 Beta 1
51 -)))|(% colspan="1" %)(% colspan="1" %)
52 -(((
53 -Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
54 -)))
55 -|(% 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" %)
56 -(((
57 -//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.//
58 -)))
59 -|(((
60 -Scripts
61 -)))|(((
62 -6.00 Beta 1
63 -)))|(((
64 -**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
65 -)))
66 -|(% 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" %)
67 -(((
68 -//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.//
69 -)))
70 -|(((
71 -Cutscenes
72 -)))|(((
73 -6.00 Beta 1
74 -)))|(((
75 -Changed behaviour of **<angles>** in cutscenes
76 -)))
77 -|(% colspan="3" %)(% colspan="3" %)
78 -(((
79 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
80 -)))
81 -|(% colspan="3" %)(% colspan="3" %)
82 -(((
83 -== 5.00 ==
84 -)))
85 -|(((
86 -Parameters
87 -)))|(((
88 -5.00 Beta 1
89 -)))|(((
90 -**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
91 -)))
92 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
93 -(((
94 -//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
95 -)))
96 -|(% colspan="3" %)(% colspan="3" %)
97 -(((
98 -== 4.10 ==
99 -)))
100 -|(% colspan="1" %)(% colspan="1" %)
101 -(((
102 -UI extensions
103 -)))|(% colspan="1" %)(% colspan="1" %)
104 -(((
105 -4.10 Beta 7
106 -)))|(% colspan="1" %)(% colspan="1" %)
107 -(((
108 -**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
109 -)))
110 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
111 -(((
112 -//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.//
113 -)))
114 -|(% colspan="1" %)(% colspan="1" %)
115 -(((
116 -UI extensions
117 -)))|(% colspan="1" %)(% colspan="1" %)
118 -(((
119 -4.10 Beta 6
120 -)))|(% colspan="1" %)(% colspan="1" %)
121 -(((
122 -**FFI**: CustomGameStartPlayerProperty2 changed
123 -)))
124 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
125 -(((
126 -//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
127 -)))
128 -|(% colspan="1" %)(% colspan="1" %)
129 -(((
130 -Parameters
131 -)))|(% colspan="1" %)(% colspan="1" %)
132 -(((
133 -4.10 Beta 3
134 -)))|(% colspan="1" %)(% colspan="1" %)
135 -(((
136 -Renamed **<stationinfobox>** to **<infobox>**
137 -)))
138 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
139 -(((
140 -//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
141 -)))
142 -|(% colspan="1" %)(% colspan="1" %)
143 -(((
144 -UI extensions
145 -)))|(% colspan="1" %)(% colspan="1" %)
146 -(((
147 -4.10 Beta 2
148 -)))|(% colspan="1" %)(% colspan="1" %)
149 -(((
150 -**FFI**: SetMacroMapPlayerSectorOffset() deprecated
151 -)))
152 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
153 -(((
154 -//The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.//
155 -)))
156 -|(((
157 -UI extensions
158 -)))|(((
159 -4.10 Beta 2
160 -)))|(((
161 -**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
162 -)))
163 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
164 -(((
165 -//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
166 -)))
167 -|(((
168 -Scripts
169 -)))|(((
170 -4.10 Beta 1
171 -)))|(((
172 -People related attributes of mission** <delivery> **node moved
173 -)))
174 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
175 -(((
176 -//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.//
177 -)))
178 -|(% colspan="1" %)(% colspan="1" %)
179 -(((
180 -Scripts
181 -)))|(% colspan="1" %)(% colspan="1" %)
182 -(((
183 -4.10 Beta 1
184 -)))|(% colspan="1" %)(% colspan="1" %)
185 -(((
186 -**$destructible.productions** replaced with $defensible.productions
187 -)))
188 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
189 -(((
190 -//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
191 -)))
192 -|(((
193 -Scripts
194 -)))|(((
195 -4.10 Beta 1
196 -)))|(((
197 -Removed script property **$object.spawnsourceseed**
198 -)))
199 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
200 -(((
201 -//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.//
202 -)))
203 -|(% colspan="3" %)(% colspan="3" %)
204 -(((
205 205  == 4.00 ==
206 206  )))
207 -|(% colspan="1" %)(% colspan="1" %)
208 -(((
209 -UI core
210 -)))|(% colspan="1" %)(% colspan="1" %)
211 -(((
212 -4.00 Beta 10
213 -)))|(% colspan="1" %)(% colspan="1" %)
214 -(((
215 -Controlled ship can change without a **gameplanchange-event** occurring.
216 -)))
217 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
218 -(((
219 -//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).
220 -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.
221 -//
222 -)))
223 223  |(((
224 -Scripts
225 -)))|(((
226 -4.00 Beta 7
227 -)))|(((
228 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
229 -)))
230 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
231 -(((
232 -//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
233 -New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
234 -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//
235 -)))
236 -|(% colspan="1" %)(% colspan="1" %)
237 -(((
238 -UI core
239 -)))|(% colspan="1" %)(% colspan="1" %)
240 -(((
241 -4.00 Beta 6
242 -)))|(% colspan="1" %)(% colspan="1" %)
243 -(((
244 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
245 -)))
246 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
247 -(((
248 -//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.
249 -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).//
250 -
251 -//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
252 -//
253 -)))
254 -|(% colspan="1" %)(% colspan="1" %)
255 -(((
256 -UI core
257 -)))|(% colspan="1" %)(% colspan="1" %)
258 -(((
259 -4.00 Beta 5
260 -)))|(% colspan="1" %)(% colspan="1" %)
261 -(((
262 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
263 -)))
264 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
265 -(((
266 -//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.//
267 -
268 -//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).
269 -)))
270 -|(((
271 271  Parameters
272 272  )))|(((
273 273  4.00 Beta 1
274 274  )))|(((
275 275  **requiresconstructionvessel** parameter moved
41 +)))|(((
42 +
276 276  )))
277 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
44 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
278 278  (((
279 279  //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
280 280  )))
... ... @@ -284,12 +284,17 @@
284 284  4.00 Beta 1
285 285  )))|(((
286 286  Changed behaviour of **gatedistance** script property
54 +)))|(((
55 +
287 287  )))
288 288  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
289 289  (((
290 290  //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
60 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
61 +(((
62 +
291 291  )))
292 -|(% colspan="3" %)(% colspan="3" %)
64 +|(% colspan="4" %)(% colspan="4" %)
293 293  (((
294 294  == 3.30 ==
295 295  )))
... ... @@ -299,12 +299,15 @@
299 299  3.30 Beta 3
300 300  )))|(((
301 301  **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()**
74 +)))|(% colspan="1" %)(% colspan="1" %)
75 +(((
76 +
302 302  )))
303 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
78 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
304 304  (((
305 305  //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()//
306 306  )))
307 -|(% colspan="3" %)(% colspan="3" %)
82 +|(% colspan="4" %)(% colspan="4" %)
308 308  (((
309 309  == 3.20 ==
310 310  )))
... ... @@ -314,8 +314,11 @@
314 314  3.20 Beta 1
315 315  )))|(((
316 316  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
92 +)))|(% colspan="1" %)(% colspan="1" %)
93 +(((
94 +
317 317  )))
318 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
96 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
319 319  (((
320 320  //Old params: param = attacked object, param2 = attack method, param3 = attacked component//
321 321  //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
... ... @@ -330,8 +330,11 @@
330 330  )))|(% colspan="1" %)(% colspan="1" %)
331 331  (((
332 332  Removed script property $trade.**restriction.faction**
111 +)))|(% colspan="1" %)(% colspan="1" %)
112 +(((
113 +
333 333  )))
334 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
115 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
335 335  (((
336 336  //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
337 337  )))
... ... @@ -341,12 +341,15 @@
341 341  3.20 Beta 1
342 342  )))|(((
343 343  **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
125 +)))|(% colspan="1" %)(% colspan="1" %)
126 +(((
127 +
344 344  )))
345 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
129 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
346 346  (((
347 347  //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.//
348 348  )))
349 -|(% colspan="3" %)(% colspan="3" %)
133 +|(% colspan="4" %)(% colspan="4" %)
350 350  (((
351 351  == 3.10 ==
352 352  )))
... ... @@ -359,12 +359,15 @@
359 359  )))|(% colspan="1" %)(% colspan="1" %)
360 360  (((
361 361  Removed script action **<add_build/>**
146 +)))|(% colspan="1" %)(% colspan="1" %)
147 +(((
148 +
362 362  )))
363 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
150 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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="3" %)(% colspan="3" %)
154 +|(% colspan="4" %)(% colspan="4" %)
368 368  (((
369 369  == 3.00 ==
370 370  )))
... ... @@ -377,8 +377,11 @@
377 377  )))|(% colspan="1" %)(% colspan="1" %)
378 378  (((
379 379  Changed behaviour of script action **<get_suitable_job/>**
167 +)))|(% colspan="1" %)(% colspan="1" %)
168 +(((
169 +
380 380  )))
381 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
171 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
382 382  (((
383 383  //<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.//
384 384  )))
... ... @@ -391,8 +391,11 @@
391 391  )))|(% colspan="1" %)(% colspan="1" %)
392 392  (((
393 393  Changed behaviour of script action **<get_ware_definition/>**
184 +)))|(% colspan="1" %)(% colspan="1" %)
185 +(((
186 +
394 394  )))
395 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
188 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
396 396  (((
397 397  //<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.//
398 398  )))
... ... @@ -405,8 +405,11 @@
405 405  )))|(% colspan="1" %)(% colspan="1" %)
406 406  (((
407 407  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
201 +)))|(% colspan="1" %)(% colspan="1" %)
202 +(((
203 +
408 408  )))
409 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
205 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
410 410  (((
411 411  //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.)\\
412 412  
... ... @@ -421,8 +421,11 @@
421 421  )))|(% colspan="1" %)(% colspan="1" %)
422 422  (((
423 423  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
220 +)))|(% colspan="1" %)(% colspan="1" %)
221 +(((
222 +
424 424  )))
425 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
224 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
426 426  (((
427 427  //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.//
428 428  )))
... ... @@ -435,8 +435,11 @@
435 435  )))|(% colspan="1" %)(% colspan="1" %)
436 436  (((
437 437  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
237 +)))|(% colspan="1" %)(% colspan="1" %)
238 +(((
239 +
438 438  )))
439 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
241 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
440 440  (((
441 441  //Before the change, positions are relative to $dockingbay.parent.
442 442  After the change, positions are relative to $dockingbay as specified in the documentation.//
... ... @@ -450,8 +450,11 @@
450 450  )))|(% colspan="1" %)(% colspan="1" %)
451 451  (((
452 452  Support for entity flag "**skillsvisible**" dropped
255 +)))|(% colspan="1" %)(% colspan="1" %)
256 +(((
257 +
453 453  )))
454 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
259 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
455 455  (((
456 456  //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().//
457 457  )))
... ... @@ -461,8 +461,11 @@
461 461  3.0 Beta 2
462 462  )))|(((
463 463  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
269 +)))|(% colspan="1" %)(% colspan="1" %)
270 +(((
271 +
464 464  )))
465 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
273 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
466 466  (((
467 467  //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.
468 468  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.
... ... @@ -478,8 +478,11 @@
478 478  )))|(% colspan="1" %)(% colspan="1" %)
479 479  (((
480 480  **MissionBoard** support dropped
289 +)))|(% colspan="1" %)(% colspan="1" %)
290 +(((
291 +
481 481  )))
482 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
293 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
483 483  (((
484 484  //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.//
485 485  )))
... ... @@ -489,8 +489,11 @@
489 489  3.0 Beta 1
490 490  )))|(((
491 491  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
303 +)))|(% colspan="1" %)(% colspan="1" %)
304 +(((
305 +
492 492  )))
493 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
307 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
494 494  (((
495 495  //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.//
496 496  )))
... ... @@ -503,8 +503,11 @@
503 503  )))|(% colspan="1" %)(% colspan="1" %)
504 504  (((
505 505  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
320 +)))|(% colspan="1" %)(% colspan="1" %)
321 +(((
322 +
506 506  )))
507 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
324 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
508 508  (((
509 509  //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.//
510 510  )))
... ... @@ -517,8 +517,11 @@
517 517  )))|(% colspan="1" %)(% colspan="1" %)
518 518  (((
519 519  Script action **<set_doors_locked/>** attribute **'group'** changed
337 +)))|(% colspan="1" %)(% colspan="1" %)
338 +(((
339 +
520 520  )))
521 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
341 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
522 522  (((
523 523  //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.//
524 524  )))
... ... @@ -531,8 +531,11 @@
531 531  )))|(% colspan="1" %)(% colspan="1" %)
532 532  (((
533 533  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
354 +)))|(% colspan="1" %)(% colspan="1" %)
355 +(((
356 +
534 534  )))
535 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
358 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
536 536  (((
537 537  //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.//
538 538  )))
... ... @@ -545,8 +545,11 @@
545 545  )))|(% colspan="1" %)(% colspan="1" %)
546 546  (((
547 547  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
371 +)))|(% colspan="1" %)(% colspan="1" %)
372 +(((
373 +
548 548  )))
549 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
375 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
550 550  (((
551 551  //These actions had no effect and were removed.//
552 552  )))
... ... @@ -559,8 +559,11 @@
559 559  )))|(% colspan="1" %)(% colspan="1" %)
560 560  (((
561 561  **<setup_conversation_minigame/>** script action removed
388 +)))|(% colspan="1" %)(% colspan="1" %)
389 +(((
390 +
562 562  )))
563 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
392 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
564 564  (((
565 565  //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.//
566 566  )))
... ... @@ -573,8 +573,11 @@
573 573  )))|(% colspan="1" %)(% colspan="1" %)
574 574  (((
575 575  <add_player_choice_*> **confidence** attribute removed
405 +)))|(% colspan="1" %)(% colspan="1" %)
406 +(((
407 +
576 576  )))
577 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
409 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
578 578  (((
579 579  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
580 580  )))
... ... @@ -587,8 +587,11 @@
587 587  )))|(% colspan="1" %)(% colspan="1" %)
588 588  (((
589 589  **<hack_via_control_panel/>** script action removed
422 +)))|(% colspan="1" %)(% colspan="1" %)
423 +(((
424 +
590 590  )))
591 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
426 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
592 592  (((
593 593  //Unused script action <hack_via_control_panel/> was removed.//
594 594  )))
... ... @@ -601,8 +601,11 @@
601 601  )))|(% colspan="1" %)(% colspan="1" %)
602 602  (((
603 603  **Lua: **GetMiniGameCursorPosition() removed
439 +)))|(% colspan="1" %)(% colspan="1" %)
440 +(((
441 +
604 604  )))
605 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
443 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
606 606  (((
607 607  //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.//
608 608  )))
... ... @@ -612,8 +612,11 @@
612 612  3.0 Beta 1
613 613  )))|(((
614 614  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
453 +)))|(% colspan="1" %)(% colspan="1" %)
454 +(((
455 +
615 615  )))
616 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
457 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
617 617  (((
618 618  //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.//
619 619  )))
... ... @@ -626,8 +626,11 @@
626 626  )))|(% colspan="1" %)(% colspan="1" %)
627 627  (((
628 628  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
470 +)))|(% colspan="1" %)(% colspan="1" %)
471 +(((
472 +
629 629  )))
630 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
474 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
631 631  (((
632 632  //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.//
633 633  )))
... ... @@ -640,8 +640,11 @@
640 640  )))|(% colspan="1" %)(% colspan="1" %)
641 641  (((
642 642  **$ware.illegal** updated
487 +)))|(% colspan="1" %)(% colspan="1" %)
488 +(((
489 +
643 643  )))
644 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
491 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
645 645  (((
646 646  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
647 647  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -655,8 +655,11 @@
655 655  )))|(% colspan="1" %)(% colspan="1" %)
656 656  (((
657 657  MD script **RML_Flight_Along_Path** removed
505 +)))|(% colspan="1" %)(% colspan="1" %)
506 +(((
507 +
658 658  )))
659 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
509 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
660 660  (((
661 661  //The MD script RML_Flight_Along_Path was not referened and was removed.//
662 662  )))
... ... @@ -669,8 +669,11 @@
669 669  )))|(% colspan="1" %)(% colspan="1" %)
670 670  (((
671 671  parameters of **<event_venture_mission_completed/>** changed
522 +)))|(% colspan="1" %)(% colspan="1" %)
523 +(((
524 +
672 672  )))
673 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
526 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
674 674  (((
675 675  //old params: param = venture details, param2 = ships involved, param3 = duration//
676 676  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -682,8 +682,11 @@
682 682  )))|(((
683 683  **<set_object_wing_name/>** removed,
684 684  **<set_object_fleet_name/>** added
538 +)))|(% colspan="1" %)(% colspan="1" %)
539 +(((
540 +
685 685  )))
686 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
542 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
687 687  (((
688 688  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
689 689  )))
... ... @@ -694,12 +694,15 @@
694 694  )))|(((
695 695  **$controllable.wing.*** removed,
696 696  **$controllable.fleet.*** added
553 +)))|(% colspan="1" %)(% colspan="1" %)
554 +(((
555 +
697 697  )))
698 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
557 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
699 699  (((
700 700  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
701 701  )))
702 -|(% colspan="3" %)(% colspan="3" %)
561 +|(% colspan="4" %)(% colspan="4" %)
703 703  (((
704 704  == 2.60 ==
705 705  )))
... ... @@ -709,8 +709,11 @@
709 709  2.60 Beta 1
710 710  )))|(((
711 711  '**checkoperational**' filter behaviour changed
571 +)))|(% colspan="1" %)(% colspan="1" %)
572 +(((
573 +
712 712  )))
713 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
575 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
714 714  (((
715 715  //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.//
716 716  
... ... @@ -722,12 +722,15 @@
722 722  2.60 Beta 1
723 723  )))|(((
724 724  $container.**supplyresources** behavior changed
587 +)))|(% colspan="1" %)(% colspan="1" %)
588 +(((
589 +
725 725  )))
726 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
591 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
727 727  (((
728 728  //The script keyword $container.supplyresources now includes reserved wares.//
729 729  )))
730 -|(% colspan="3" %)(% colspan="3" %)
595 +|(% colspan="4" %)(% colspan="4" %)
731 731  (((
732 732  == 2.20 ==
733 733  )))
... ... @@ -740,8 +740,11 @@
740 740  )))|(% colspan="1" %)(% colspan="1" %)
741 741  (((
742 742  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
608 +)))|(% colspan="1" %)(% colspan="1" %)
609 +(((
610 +
743 743  )))
744 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
612 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
745 745  (((
746 746  //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.
747 747  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.//
... ... @@ -758,12 +758,15 @@
758 758  )))|(% colspan="1" %)(% colspan="1" %)
759 759  (((
760 760  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
629 +)))|(% colspan="1" %)(% colspan="1" %)
630 +(((
631 +
761 761  )))
762 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
633 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
763 763  (((
764 764  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
765 765  )))
766 -|(% colspan="3" %)(% colspan="3" %)
637 +|(% colspan="4" %)(% colspan="4" %)
767 767  (((
768 768  == 2.00 ==
769 769  )))
... ... @@ -776,8 +776,11 @@
776 776  )))|(% colspan="1" %)(% colspan="1" %)
777 777  (((
778 778  **<event_build_finished/> **param2 now returns null instead of a construction sequence
650 +)))|(% colspan="1" %)(% colspan="1" %)
651 +(((
652 +
779 779  )))
780 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
654 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
781 781  (((
782 782  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
783 783  )))
... ... @@ -790,8 +790,11 @@
790 790  )))|(% colspan="1" %)(% colspan="1" %)
791 791  (((
792 792  **param.boarding.{...}** strength parameters removed
667 +)))|(% colspan="1" %)(% colspan="1" %)
668 +(((
669 +
793 793  )))
794 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
671 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
795 795  (((
796 796  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
797 797  )))
... ... @@ -804,8 +804,11 @@
804 804  )))|(% colspan="1" %)(% colspan="1" %)
805 805  (((
806 806  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
684 +)))|(% colspan="1" %)(% colspan="1" %)
685 +(((
686 +
807 807  )))
808 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
688 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
809 809  (((
810 810  //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.//
811 811  )))
... ... @@ -815,8 +815,11 @@
815 815  2.00 Beta 1
816 816  )))|(((
817 817  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
698 +)))|(% colspan="1" %)(% colspan="1" %)
699 +(((
700 +
818 818  )))
819 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
702 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
820 820  (((
821 821  //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.//
822 822  )))
... ... @@ -826,8 +826,11 @@
826 826  2.00 Beta 1
827 827  )))|(((
828 828  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
712 +)))|(% colspan="1" %)(% colspan="1" %)
713 +(((
714 +
829 829  )))
830 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
716 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
831 831  (((
832 832  //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.//
833 833  //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.//
... ... @@ -838,8 +838,11 @@
838 838  2.00 Beta 1
839 839  )))|(((
840 840  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
727 +)))|(% colspan="1" %)(% colspan="1" %)
728 +(((
729 +
841 841  )))
842 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
731 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
843 843  (((
844 844  //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.//
845 845  )))
... ... @@ -849,8 +849,11 @@
849 849  2.00 Beta 1
850 850  )))|(((
851 851  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
741 +)))|(% colspan="1" %)(% colspan="1" %)
742 +(((
743 +
852 852  )))
853 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
745 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
854 854  (((
855 855  //For prior behavior, check for event.param being non-null.//
856 856  )))
... ... @@ -860,8 +860,11 @@
860 860  2.00 Beta 1
861 861  )))|(((
862 862  **<shoot/>/<shoot_at/>** attribute changes.
755 +)))|(% colspan="1" %)(% colspan="1" %)
756 +(((
757 +
863 863  )))
864 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
759 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
865 865  (((
866 866  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
867 867  //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.//
... ... @@ -874,9 +874,12 @@
874 874  )))|(((
875 875  2.00 Beta 1
876 876  )))|(((
877 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
772 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
773 +)))|(% colspan="1" %)(% colspan="1" %)
774 +(((
775 +
878 878  )))
879 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
777 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
880 880  (((
881 881  //Added possibility to query build tasks of a certain buildmodule.//
882 882  )))
... ... @@ -886,8 +886,11 @@
886 886  2.00 Beta 1
887 887  )))|(((
888 888  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
787 +)))|(% colspan="1" %)(% colspan="1" %)
788 +(((
789 +
889 889  )))
890 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
791 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
891 891  (((
892 892  //Added list of resources a buildmodule needs to build.//
893 893  )))
... ... @@ -897,8 +897,11 @@
897 897  2.00 Beta 1
898 898  )))|(((
899 899  (% 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);" %)
801 +)))|(% colspan="1" %)(% colspan="1" %)
802 +(((
803 +
900 900  )))
901 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
805 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
902 902  (((
903 903  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
904 904  )))
... ... @@ -907,13 +907,16 @@
907 907  )))|(((
908 908  2.00 Beta 1
909 909  )))|(((
910 -**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.
814 +**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" %)
815 +)))|(% colspan="1" %)(% colspan="1" %)
816 +(((
817 +
911 911  )))
912 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
819 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
913 913  (((
914 914  //Changed return value type to const char* to better identify failure reasons in Lua script.//
915 915  )))
916 -|(% colspan="3" %)(% colspan="3" %)
823 +|(% colspan="4" %)(% colspan="4" %)
917 917  (((
918 918  == 1.50 ==
919 919  )))
... ... @@ -922,9 +922,12 @@
922 922  )))|(((
923 923  1.50 Beta 3
924 924  )))|(((
925 -**Lua: GetComponentData() **changed behavior of "docksizes" property.
832 +**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
833 +)))|(% colspan="1" %)(% colspan="1" %)
834 +(((
835 +
926 926  )))
927 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
837 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
928 928  (((
929 929  //The "docksizes" property no longer includes internal ship storage docks.//
930 930  )))
... ... @@ -934,8 +934,11 @@
934 934  1.50 Beta 2
935 935  )))|(((
936 936  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
847 +)))|(% colspan="1" %)(% colspan="1" %)
848 +(((
849 +
937 937  )))
938 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
851 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
939 939  (((
940 940  //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".//
941 941  
... ... @@ -948,9 +948,12 @@
948 948  )))|(((
949 949  1.50 Beta 2
950 950  )))|(((
951 -**FFI: UpgradeGroupInfo **datatype was changed.
864 +**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
865 +)))|(% colspan="1" %)(% colspan="1" %)
866 +(((
867 +
952 952  )))
953 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
869 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
954 954  (((
955 955  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
956 956  )))
... ... @@ -963,8 +963,11 @@
963 963  )))|(% colspan="1" %)(% colspan="1" %)
964 964  (((
965 965  **FFI: SetGuidance()** removed useinfopoint argument.
882 +)))|(% colspan="1" %)(% colspan="1" %)
883 +(((
884 +
966 966  )))
967 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
886 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
968 968  (((
969 969  //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.
970 970  //
... ... @@ -976,13 +976,16 @@
976 976  )))|(((
977 977  1.50 Beta 1
978 978  )))|(((
979 -**FFI: CancelConstruction() **changed its return value.
898 +**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
899 +)))|(% colspan="1" %)(% colspan="1" %)
900 +(((
901 +
980 980  )))
981 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
903 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
982 982  (((
983 983  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
984 984  )))
985 -|(% colspan="3" %)(% colspan="3" %)
907 +|(% colspan="4" %)(% colspan="4" %)
986 986  (((
987 987  == 1.32 ==
988 988  )))
... ... @@ -992,12 +992,15 @@
992 992  1.32
993 993  )))|(((
994 994  **Lua: GetComponentData() **removed the "nextdestname" property.
917 +)))|(% colspan="1" %)(% colspan="1" %)
918 +(((
919 +
995 995  )))
996 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
921 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
997 997  (((
998 998  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
999 999  )))
1000 -|(% colspan="3" %)(% colspan="3" %)
925 +|(% colspan="4" %)(% colspan="4" %)
1001 1001  (((
1002 1002  == 1.20 ==
1003 1003  )))
... ... @@ -1006,9 +1006,12 @@
1006 1006  )))|(((
1007 1007  1.20
1008 1008  )))|(((
1009 -**FFI: GetAAOption()** got a new "useconfig" parameter.
934 +**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
935 +)))|(% colspan="1" %)(% colspan="1" %)
936 +(((
937 +
1010 1010  )))
1011 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
939 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
1012 1012  (((
1013 1013  //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.//
1014 1014  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -135862009
1 +100860788
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/135862009/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100860788/Breaking Changes