# The Modding Tree changelog: ### v2.0.5 - 10/16/20 - Made more features (including prestige parameters) able to be dynamic. - Layer nodes can be hidden but still take up space with "ghost" visibility - Added clickableEffect for real. - Fixed some visual issues with bars. - A few other minor tweaks and improvements. ### v2.0.4 - 10/16/20 - Fixed HTML on buttons interfering with clicking on them. ### v2.0.3 - 10/16/20 - Fixed hotkeys not displaying in info. - Fixed the game supressing all external hotkeys. - You can use more things as currencies for upgrade costs and challenge goals using currencyLocation. - Added maxTickLength, which can be used to prevent offline time or tab-switching from breaking time-limit based mechanics. - Made buyable respec buttons and clickable "master" buttons their own components, and gave them a hide/show feature. - Added a general "tooltip" feature for achievements. ### v2.0.2 - 10/15/20 - Branches are now dynamic (they can be functions). - Fixed a crash related to offline time. - Fixed links being too wide. ### v2.0.1 - 10/15/20 - Fixed side layers appearing multiple times. ## v2.0: The Pinnacle of Achievement Mountain - 10/15/20 - 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... - Added achievements! - 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. Also added a separate mod version from the TMT version in VERSION. - Tree structure is based on layer data, no index.html editing is needed. - Tmp does not need to be manually updated. - You don't have to have the same amount of upgrades in every row (and challs and buyables) - "unlocked" is optional for all Big Components (defaults to true). - All displays will update correctly. - Changelog is no longer in index.html at all. - Generation of Points now happens in the main game loop - Changed the reset functions to make keeping things easier - Renamed many things to increase readability (see the list in the link below) - 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: - 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.