mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
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182 lines
8.1 KiB
Markdown
182 lines
8.1 KiB
Markdown
# The Modding Tree changelog:
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### v2.1.4 - 10/25/20
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- Added an infobox component. Thank you to thepaperpilot for this contribution!
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- Layer type is now optional, and defaults to "none".
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- Improved the look of bars and tab buttons.
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- Fixed the "blank" component breaking if only specifying the height.
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- Fixed some numbers not displaying with enough digits.
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- Made a few more things able to be functions.
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- A few other minor fixes.
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### v2.1.3.1 - 10/21/20
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- Fixed the update function.
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### v2.1.3 - 10/21/20
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- gainMult and gainExp are now optional.
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- Layer unlocking is now kept on reset.
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- Game should start up faster.
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- Layer updates now have a determined order and starts with earlier-rowed layers.
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- Automation now has a determined order and starts with later-rowed layers.
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- Fixed issues with resetting clickables and challenges.
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- Commas should no longer appear in the decimal places of a number.
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- Fixed potential issue in displaying the tree.
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### v2.1.2 - 10/19/20
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- Added buyUpgrade function (buyUpg still works though)
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- Added author name to modInfo.
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- Fix to crash caused when the name of a subtab or microtab is changed.
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- Fixes to outdated information in docs.
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- Improvements to Discord links.
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- Thank you to thepaperpilot for contributing to this update!
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### v2.1.1 - 10/17/20
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- Added resource-display component, which displays the base currency for the prestige layer, as well as the best
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and/or total of this layer's prestige currency.
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- Fixed the value for the base currency not updating in resource-display.
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## v2.1: We should have thought of this sooner! - 10/17/20
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- Moved most of the code users will want to edit to mod.js, added documentation for it.
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- Specifically, modInfo, VERSION, canGenPoints, getPointGen, and maxTickLength
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- Added getStartPoints()
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- Added the ability to store non-layer-related data
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- Added the ability to display more things at the top of the tree tab below points.
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- Made the endgame condition customizable
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- Added "sell one" and "sell all" buttons for buyables.
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- Moved the old "game" to demo.js, and replaced it with a minimal game that won't cause issues when edited.
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- Fixed issues with version number
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- Fixed number formatting issue making things like "10e9" appear.
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### v2.0.5 - 10/16/20
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- Made more features (including prestige parameters) able to be dynamic.
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- Layer nodes can be hidden but still take up space with "ghost" visibility
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- Added clickableEffect for real.
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- Fixed some visual issues with bars.
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- A few other minor tweaks and improvements.
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### v2.0.4 - 10/16/20
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- Fixed HTML on buttons interfering with clicking on them.
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### v2.0.3 - 10/16/20
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- Fixed hotkeys not displaying in info.
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- Fixed the game supressing all external hotkeys.
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- You can use more things as currencies for upgrade costs and challenge goals using currencyLocation.
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- Added maxTickLength, which can be used to prevent offline time or tab-switching from breaking time-limit based mechanics.
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- Made buyable respec buttons and clickable "master" buttons their own components, and gave them a hide/show feature.
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- Added a general "tooltip" feature for achievements.
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### v2.0.2 - 10/15/20
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- Branches are now dynamic (they can be functions).
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- Fixed a crash related to offline time.
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- Fixed links being too wide.
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### v2.0.1 - 10/15/20
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- Fixed side layers appearing multiple times.
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## v2.0: The Pinnacle of Achievement Mountain - 10/15/20
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- Added progress bars, which are highly customizable and can be horizontal or vertical!
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- Added "side layers", displayed smaller and off to the side, and don't get reset by default.
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They can be used for global achievements and statistics. Speaking of which...
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- Added achievements!
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- Added clickables, a more generalized variant of buyables.
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- Almost every value in layer data can be either a function or a constant value!
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- Added support for multiple completions of challenges.
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- Added "none" prestige type, which removes the need for any other prestige-related features.
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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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- Added getter/setter functions for the amounts and effects of most Big Features
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- Moved modInfo to game.js, added a spot in modInfo for a Discord link, changelog link.
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Also added a separate mod version from the TMT version in VERSION.
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- Tree structure is based on layer data, no index.html editing is needed.
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- Tmp does not need to be manually updated.
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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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- "unlocked" is optional for all Big Components (defaults to true).
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- All displays will update correctly.
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- Changelog is no longer in index.html at all.
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- Generation of Points now happens in the main game loop
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- Changed the reset functions to make keeping things easier
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- Renamed many things to increase readability (see the list in the link below)
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- Improved documentation based on feedback
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[For a full list of changes to the format and functionality of existing things, click here.](2.0-format-changes.md)
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### v1.3.5:
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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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### v1.3.4 - 10/8/20
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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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### v1.3.3 - 10/7/20
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- Fix for the "order of operations" issue in temp.
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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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## 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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### 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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- First release.
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