2020-10-04 17:10:04 +00:00
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#The Modding Tree changelog:
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2020-10-11 22:38:54 +00:00
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##v2.0
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2020-10-13 22:56:17 +00:00
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Added progress bars, which are highly customizable and can be horizontal or vertical!
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Added clickables, a more generalized variant of buyables.
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2020-10-11 20:42:32 +00:00
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Support for multiple completions of challenges.
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2020-10-14 23:06:45 +00:00
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The points display and other gui elements stay at the top of the screen when the tree scrolls.
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2020-10-11 20:42:32 +00:00
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Added getter/setter functions for buyable amount and such
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2020-10-11 22:11:42 +00:00
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Moved modInfo to game.js, added a spot for a Discord link, changelog link, and a separate mod version from the TMT version
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2020-10-11 18:49:29 +00:00
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Tree structure is based on layer data, no index.html needed.
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2020-10-11 03:26:26 +00:00
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Tmp does not need to be manually updated.
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2020-10-11 01:32:41 +00:00
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Almost every value in layer data can be a function or a constant value!
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You don't have to have the same amount of upgrades in every row (and challs and buyables)
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2020-10-11 01:52:27 +00:00
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Unl is optional for all Big Components (defaults to true).
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2020-10-11 19:09:30 +00:00
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effectDisplay in Challenges and Upgrades no longer takes an argument, as well as buyable effect.
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Buyable cost can take an argument for amount of buyables, but if one is not supplied it should do the cost of the next buyable.
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2020-10-11 20:42:32 +00:00
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All displays will update correctly.
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2020-10-11 22:11:42 +00:00
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Changelog is no longer in index.html at all.
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2020-10-11 22:38:54 +00:00
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Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js
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2020-10-13 03:08:19 +00:00
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Renamed many things to increase readability (see something or other for a list)
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Improved documentation based on feedback
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2020-10-14 22:10:12 +00:00
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Changed fullLayerReset to resetLayerData with ways to keep things
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2020-10-10 03:16:29 +00:00
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2020-10-09 03:13:15 +00:00
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##v1.3.5
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2020-10-11 22:38:54 +00:00
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2020-10-09 03:13:15 +00:00
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- Completely automated convertToDecimal, now you never have to worry about it again.
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- Branches can be defined without a color id. But they can also use hex values for color ids!
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- Created a tutorial for getting started with TMT and Github.
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- Page title is now automatically taken from mod name.
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2020-10-08 19:10:15 +00:00
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##v1.3.4: 10/8/20
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2020-10-11 22:38:54 +00:00
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2020-10-08 19:10:15 +00:00
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- Added "midsection" feature to add things to a tab's layout while still keeping the standard layout.
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- Fix for being able to buy more buyables than you should.
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2020-10-07 22:41:03 +00:00
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##v1.3.3: - 10/7/20
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2020-10-07 21:15:25 +00:00
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- Fix for the "order of operations" issue in temp.
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2020-10-07 20:41:45 +00:00
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##v1.3.1: - 10/7/20
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- Added custom CSS and tooltips for Layer Nodes.
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- Added custom CSS for upgrades, buyables, milestones, and challenges, both individually and layer-wide.
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- You can now use HTML in most display text!
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- You can now make milestones unlockable and not display immediately.
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- Fixed importing saves, and issue with upgrades not appearing, and probably more.
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- Optional "name" layer feature, used in confirmation messages.
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2020-10-07 04:57:41 +00:00
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##v1.3: Tabception... ception! - 10/7/20
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- Added subtabs! And also a Micro-tab component to let you make smaller subtab-esque areas anywhere.
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- Added a "custom" prestige formula type, and a number of features to support it.
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- Added points/sec display (can be disabled).
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- Added h-line, v-line and image-display components, plus components for individual upgrades, challenges, and milestones.
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- Added upgEffect, buyableEffect, and challEffect functions.
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- Added "hide completed challenges" setting.
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- Moved old changelogs to a separate place.
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- Fixed hasMilestone and incr_order.
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- Static layers now show the currency amount needed for the next one if you can buy max.
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2020-10-04 17:10:04 +00:00
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##v1.2.4 - 10/4/20
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- Layers are now highlighted if you can buy an upgrade, and a new feature, shouldNotify,
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lets you make it highlight other ways.
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- Fixed bugs with hasUpg, hasChall, hasMilestone, and inChallenge.
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- Changed the sample code to use the above functions for convenience.
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##v1.2.3 - 10/3/20
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- Added a row component, which displays a list of objects in a row.
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- Added a column component, which displays a list of objects in a column (useful within a row).
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- Changed blanks to have a customizable width and height.
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#v1.2: This Changes Everything! - 10/3/20
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- Many layer features can now be static values or functions. (This made some formats change,
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which will break old things)
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- You can now use the "this" keyword, to make code easier to transfer when making new layers.
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- Also added "this.layer", which is the current layer's name, and works on existing subfeatures
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(e.g. individual upgrades) as well! Subfeatures also have "this.id".
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- Fixed a big save issue. If you use a unique mod id, your save will never conflict with other mods.
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- Added a configurable offline time limit in modinfo at the top of index.html. (default 1 hour)
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- Added a few minor features, and updated the docs with new information.
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##v1.1.1
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- You can define hotkeys directly from layer config.
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#v1.1: Enhanced Edition
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- Added "Buyables", which can function like Space Buildings or Enhancers.
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- Custom CSS can now be used on any component! Make the third argument an object with CSS
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parameters.
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- Lots of minor good things.
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#v1.0:
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2020-10-13 00:48:06 +00:00
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- First release.
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Make it clear that anything can be a function
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buyables.md: cost is a Decimal
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Define "CSS Object" clearly in the first instance in each file
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Explain automagical assignments better
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2020-10-13 03:08:19 +00:00
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"incr_order",
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2020-10-13 00:48:06 +00:00
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2020-10-13 03:08:19 +00:00
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All instances of:
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chall -> challenge
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unl -> unlocked
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upg -> upgrade
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amt -> amount
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desc -> description
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resCeil -> roundUpCost
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2020-10-13 00:48:06 +00:00
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2020-10-13 03:08:19 +00:00
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Challenges:
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desc -> challengeDescription
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reward -> rewardDescription
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effect -> rewardEffect
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effectDisplay -> rewardDisplay
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