diff --git a/changelog.md b/changelog.md
index e32a390..20a3f2d 100644
--- a/changelog.md
+++ b/changelog.md
@@ -1,6 +1,6 @@
-#T he Modding Tree changelog:
+# The Modding Tree changelog:
-# v2.0 10/14/20
+## v2.0 10/14/20
- Added progress bars, which are highly customizable and can be horizontal or vertical!
- Added "side layers", displayed smaller and off to the side, and don't get reset by default.
They can be used for global achievements and statistics. Speaking of which...
@@ -8,6 +8,7 @@
- Added clickables, a more generalized variant of buyables.
- Almost every value in layer data can be either a function or a constant value!
- Added support for multiple completions of challenges.
+- Added "none" prestige type, which removes the need for any other prestige-related features.
- The points display and other gui elements stay at the top of the screen when the tree scrolls.
- Added getter/setter functions for the amounts and effects of most Big Features
- Moved modInfo to game.js, added a spot in modInfo for a Discord link, changelog link.
@@ -22,26 +23,27 @@
- Changed the reset functions to make keeping things easier
- Renamed many things to increase readability (see something or other for a list)
- Improved documentation based on feedback
+
[For a full list of changes to the format and functionality of existing things, click here.](2.0-format-changes.md)
-## v1.3.5
+### v1.3.5
- Completely automated convertToDecimal, now you never have to worry about it again.
- Branches can be defined without a color id. But they can also use hex values for color ids!
- Created a tutorial for getting started with TMT and Github.
- Page title is now automatically taken from mod name.
-## v1.3.4: 10/8/20
+### v1.3.4: 10/8/20
- Added "midsection" feature to add things to a tab's layout while still keeping the standard layout.
- Fix for being able to buy more buyables than you should.
-## v1.3.3: - 10/7/20
+### v1.3.3: - 10/7/20
- Fix for the "order of operations" issue in temp.
-## v1.3.1: - 10/7/20
+### v1.3.1: - 10/7/20
- Added custom CSS and tooltips for Layer Nodes.
- Added custom CSS for upgrades, buyables, milestones, and challenges, both individually and layer-wide.
@@ -64,20 +66,20 @@
-## v1.2.4 - 10/4/20
+### v1.2.4 - 10/4/20
- Layers are now highlighted if you can buy an upgrade, and a new feature, shouldNotify,
lets you make it highlight other ways.
- Fixed bugs with hasUpg, hasChall, hasMilestone, and inChallenge.
- Changed the sample code to use the above functions for convenience.
-## v1.2.3 - 10/3/20
+### v1.2.3 - 10/3/20
- Added a row component, which displays a list of objects in a row.
- Added a column component, which displays a list of objects in a column (useful within a row).
- Changed blanks to have a customizable width and height.
-# v1.2: This Changes Everything! - 10/3/20
+## v1.2: This Changes Everything! - 10/3/20
- Many layer features can now be static values or functions. (This made some formats change,
which will break old things)
@@ -90,11 +92,11 @@ which will break old things)
-## v1.1.1
+### v1.1.1
- You can define hotkeys directly from layer config.
-# v1.1: Enhanced Edition
+## v1.1: Enhanced Edition
- Added "Buyables", which can function like Space Buildings or Enhancers.
- Custom CSS can now be used on any component! Make the third argument an object with CSS
@@ -102,5 +104,5 @@ parameters.
- Lots of minor good things.
-# v1.0:
+## v1.0:
- First release.
\ No newline at end of file
diff --git a/docs/layer-features.md b/docs/layer-features.md
index 0752c75..2d782ff 100644
--- a/docs/layer-features.md
+++ b/docs/layer-features.md
@@ -96,6 +96,14 @@ Key:
# Prestige formula features
+- type: Determines which prestige formula you use.
+ "normal": The amount of currency you gain is independent of its current amount (like Prestige).
+ formula before bonuses is based on `baseResource^exponent`
+ "static": The cost is dependent on your total after reset.
+ formula before bonuses is based on `base^(x^exponent)`
+ "custom": You can define everything, from the calculations to the text on the button, yourself. (See more at the bottom)
+ "none": This layer does not prestige, and therefore does not need any of the other features in this section.
+
- baseResource: The name of the resource that determines how much of the main currency you gain on reset.
- baseAmount(): A function that gets the current value of the base resource.
@@ -104,13 +112,6 @@ Key:
Also the amount required to unlock the layer.
You can instead make this a function, to make it harder if another layer was unlocked first (based on "order").
-- type: Determines which prestige formula you use.
- "normal": The amount of currency you gain is independent of its current amount (like Prestige).
- formula before bonuses is based on `baseResource^exponent`
- "static": The cost is dependent on your total after reset.
- formula before bonuses is based on `base^(x^exponent)`
- "custom": You can define everything, from the calculations to the text on the button, yourself. (See more at the bottom)
-
- exponent: Used as described above.
- base: **sometimes required**, required for "static" layers, used as described above.
diff --git a/index.html b/index.html
index ea3c92b..3192a59 100644
--- a/index.html
+++ b/index.html
@@ -148,8 +148,10 @@