#The Modding Tree changelog: ##v2.0 Added progress bars, which are highly customizable and can be horizontal or vertical! Added clickables, a more generalized variant of buyables. Support for multiple completions of challenges. The points display and other gui elements stay at the top of the screen when the tree scrolls. Added getter/setter functions for buyable amount and such Moved modInfo to game.js, added a spot for a Discord link, changelog link, and a separate mod version from the TMT version Tree structure is based on layer data, no index.html needed. Tmp does not need to be manually updated. Almost every value in layer data can be a function or a constant value! You don't have to have the same amount of upgrades in every row (and challs and buyables) Unl is optional for all Big Components (defaults to true). effectDisplay in Challenges and Upgrades no longer takes an argument, as well as buyable effect. 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. All displays will update correctly. Changelog is no longer in index.html at all. Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js Renamed many things to increase readability (see something or other for a list) Improved documentation based on feedback Changed fullLayerReset to resetLayerData with ways to keep things ##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 - 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 - Fix for the "order of operations" issue in temp. ##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. - You can now use HTML in most display text! - You can now make milestones unlockable and not display immediately. - Fixed importing saves, and issue with upgrades not appearing, and probably more. - Optional "name" layer feature, used in confirmation messages. ##v1.3: Tabception... ception! - 10/7/20 - Added subtabs! And also a Micro-tab component to let you make smaller subtab-esque areas anywhere. - Added a "custom" prestige formula type, and a number of features to support it. - Added points/sec display (can be disabled). - Added h-line, v-line and image-display components, plus components for individual upgrades, challenges, and milestones. - Added upgEffect, buyableEffect, and challEffect functions. - Added "hide completed challenges" setting. - Moved old changelogs to a separate place. - Fixed hasMilestone and incr_order. - Static layers now show the currency amount needed for the next one if you can buy max. ##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 - 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 - Many layer features can now be static values or functions. (This made some formats change, which will break old things) - You can now use the "this" keyword, to make code easier to transfer when making new layers. - Also added "this.layer", which is the current layer's name, and works on existing subfeatures (e.g. individual upgrades) as well! Subfeatures also have "this.id". - Fixed a big save issue. If you use a unique mod id, your save will never conflict with other mods. - Added a configurable offline time limit in modinfo at the top of index.html. (default 1 hour) - Added a few minor features, and updated the docs with new information. ##v1.1.1 - You can define hotkeys directly from layer config. #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 parameters. - Lots of minor good things. #v1.0: - First release. Make it clear that anything can be a function buyables.md: cost is a Decimal Define "CSS Object" clearly in the first instance in each file Explain automagical assignments better "incr_order", All instances of: chall -> challenge unl -> unlocked upg -> upgrade amt -> amount desc -> description resCeil -> roundUpCost Challenges: desc -> challengeDescription reward -> rewardDescription effect -> rewardEffect effectDisplay -> rewardDisplay