import{_ as e,c as i,o as l,a}from"./app.a576d425.js";const m=JSON.parse('{"title":"The Modding Tree changelog:","description":"","frontmatter":{},"headers":[{"level":3,"title":"v2.5.9.2 - 5/19/21","slug":"v2-5-9-2-5-19-21","link":"#v2-5-9-2-5-19-21","children":[]},{"level":3,"title":"v2.5.9.1 - 5/18/21","slug":"v2-5-9-1-5-18-21","link":"#v2-5-9-1-5-18-21","children":[]},{"level":3,"title":"v2.5.9 - 5/18/21","slug":"v2-5-9-5-18-21","link":"#v2-5-9-5-18-21","children":[]},{"level":3,"title":"v2.5.8 - 5/17/21","slug":"v2-5-8-5-17-21","link":"#v2-5-8-5-17-21","children":[]},{"level":3,"title":"v2.5.7 - 5/15/21","slug":"v2-5-7-5-15-21","link":"#v2-5-7-5-15-21","children":[]},{"level":3,"title":"v2.5.6 - 5/14/21","slug":"v2-5-6-5-14-21","link":"#v2-5-6-5-14-21","children":[]},{"level":3,"title":"v2.5.5.2 - 5/12/21","slug":"v2-5-5-2-5-12-21","link":"#v2-5-5-2-5-12-21","children":[]},{"level":3,"title":"v2.5.5.1 - 5/12/21","slug":"v2-5-5-1-5-12-21","link":"#v2-5-5-1-5-12-21","children":[]},{"level":3,"title":"v2.5.5 - 5/12/21","slug":"v2-5-5-5-12-21","link":"#v2-5-5-5-12-21","children":[]},{"level":3,"title":"v2.5.4 - 5/10/21","slug":"v2-5-4-5-10-21","link":"#v2-5-4-5-10-21","children":[]},{"level":3,"title":"v2.5.3 - 5/8/21","slug":"v2-5-3-5-8-21","link":"#v2-5-3-5-8-21","children":[]},{"level":3,"title":"v2.5.2.1 - 5/7/21","slug":"v2-5-2-1-5-7-21","link":"#v2-5-2-1-5-7-21","children":[]},{"level":3,"title":"v2.5.2 - 5/7/21","slug":"v2-5-2-5-7-21","link":"#v2-5-2-5-7-21","children":[]},{"level":3,"title":"v2.5.1 - 5/7/21","slug":"v2-5-1-5-7-21","link":"#v2-5-1-5-7-21","children":[]},{"level":2,"title":"v2.5: Dreams Really Do Come True - 5/7/21","slug":"v2-5-dreams-really-do-come-true-5-7-21","link":"#v2-5-dreams-really-do-come-true-5-7-21","children":[{"level":3,"title":"v2.4.1 - 4/29/21","slug":"v2-4-1-4-29-21","link":"#v2-4-1-4-29-21","children":[]}]},{"level":2,"title":"v2.4: Rationalized Edition - 4/29/21","slug":"v2-4-rationalized-edition-4-29-21","link":"#v2-4-rationalized-edition-4-29-21","children":[{"level":3,"title":"v2.\u03C0.1 - 4/7/21","slug":"v2-\u03C0-1-4-7-21","link":"#v2-\u03C0-1-4-7-21","children":[]}]},{"level":2,"title":"v2.\u03C0: Incrementally Updated - 2/5/21","slug":"v2-\u03C0-incrementally-updated-2-5-21","link":"#v2-\u03C0-incrementally-updated-2-5-21","children":[{"level":3,"title":"v2.3.5 - 12/21/20","slug":"v2-3-5-12-21-20","link":"#v2-3-5-12-21-20","children":[]},{"level":3,"title":"v2.3.4 - 12/16/20","slug":"v2-3-4-12-16-20","link":"#v2-3-4-12-16-20","children":[]},{"level":3,"title":"v2.3.3 - 12/13/20","slug":"v2-3-3-12-13-20","link":"#v2-3-3-12-13-20","children":[]},{"level":3,"title":"v2.3.2 - 12/13/20","slug":"v2-3-2-12-13-20","link":"#v2-3-2-12-13-20","children":[]},{"level":3,"title":"v2.3.1 - 12/12/20","slug":"v2-3-1-12-12-20","link":"#v2-3-1-12-12-20","children":[]}]},{"level":2,"title":"v2.3: Cooler and Newer Edition - 12/10/20","slug":"v2-3-cooler-and-newer-edition-12-10-20","link":"#v2-3-cooler-and-newer-edition-12-10-20","children":[{"level":3,"title":"v2.2.8 - 12/03/20","slug":"v2-2-8-12-03-20","link":"#v2-2-8-12-03-20","children":[]},{"level":3,"title":"v2.2.7 - 11/30/20","slug":"v2-2-7-11-30-20","link":"#v2-2-7-11-30-20","children":[]},{"level":3,"title":"v2.2.6 - 11/30/20","slug":"v2-2-6-11-30-20","link":"#v2-2-6-11-30-20","children":[]},{"level":3,"title":"v2.2.5 - 11/29/20","slug":"v2-2-5-11-29-20","link":"#v2-2-5-11-29-20","children":[]},{"level":3,"title":"v2.2.4 - 11/28/20","slug":"v2-2-4-11-28-20","link":"#v2-2-4-11-28-20","children":[]},{"level":3,"title":"v2.2.3 - 11/28/20","slug":"v2-2-3-11-28-20","link":"#v2-2-3-11-28-20","children":[]},{"level":3,"title":"v2.2.2 - 11/22/20","slug":"v2-2-2-11-22-20","link":"#v2-2-2-11-22-20","children":[]},{"level":3,"title":"v2.2.1 - 11/7/20","slug":"v2-2-1-11-7-20","link":"#v2-2-1-11-7-20","children":[]}]},{"level":2,"title":"v2.2: Uprooted - 11/7/20","slug":"v2-2-uprooted-11-7-20","link":"#v2-2-uprooted-11-7-20","children":[{"level":3,"title":"v2.1.4 - 10/25/20","slug":"v2-1-4-10-25-20","link":"#v2-1-4-10-25-20","children":[]},{"level":3,"title":"v2.1.3.1 - 10/21/20","slug":"v2-1-3-1-10-21-20","link":"#v2-1-3-1-10-21-20","children":[]},{"level":3,"title":"v2.1.3 - 10/21/20","slug":"v2-1-3-10-21-20","link":"#v2-1-3-10-21-20","children":[]},{"level":3,"title":"v2.1.2 - 10/19/20","slug":"v2-1-2-10-19-20","link":"#v2-1-2-10-19-20","children":[]},{"level":3,"title":"v2.1.1 - 10/17/20","slug":"v2-1-1-10-17-20","link":"#v2-1-1-10-17-20","children":[]}]},{"level":2,"title":"v2.1: We should have thought of this sooner! - 10/17/20","slug":"v2-1-we-should-have-thought-of-this-sooner-10-17-20","link":"#v2-1-we-should-have-thought-of-this-sooner-10-17-20","children":[{"level":3,"title":"v2.0.5 - 10/16/20","slug":"v2-0-5-10-16-20","link":"#v2-0-5-10-16-20","children":[]},{"level":3,"title":"v2.0.4 - 10/16/20","slug":"v2-0-4-10-16-20","link":"#v2-0-4-10-16-20","children":[]},{"level":3,"title":"v2.0.3 - 10/16/20","slug":"v2-0-3-10-16-20","link":"#v2-0-3-10-16-20","children":[]},{"level":3,"title":"v2.0.2 - 10/15/20","slug":"v2-0-2-10-15-20","link":"#v2-0-2-10-15-20","children":[]},{"level":3,"title":"v2.0.1 - 10/15/20","slug":"v2-0-1-10-15-20","link":"#v2-0-1-10-15-20","children":[]}]},{"level":2,"title":"v2.0: The Pinnacle of Achievement Mountain - 10/15/20","slug":"v2-0-the-pinnacle-of-achievement-mountain-10-15-20","link":"#v2-0-the-pinnacle-of-achievement-mountain-10-15-20","children":[{"level":3,"title":"v1.3.5:","slug":"v1-3-5","link":"#v1-3-5","children":[]},{"level":3,"title":"v1.3.4 - 10/8/20","slug":"v1-3-4-10-8-20","link":"#v1-3-4-10-8-20","children":[]},{"level":3,"title":"v1.3.3 - 10/7/20","slug":"v1-3-3-10-7-20","link":"#v1-3-3-10-7-20","children":[]},{"level":3,"title":"v1.3.1 - 10/7/20","slug":"v1-3-1-10-7-20","link":"#v1-3-1-10-7-20","children":[]}]},{"level":2,"title":"v1.3: Tabception... ception! - 10/7/20","slug":"v1-3-tabception-ception-10-7-20","link":"#v1-3-tabception-ception-10-7-20","children":[{"level":3,"title":"v1.2.4 - 10/4/20","slug":"v1-2-4-10-4-20","link":"#v1-2-4-10-4-20","children":[]},{"level":3,"title":"v1.2.3 - 10/3/20","slug":"v1-2-3-10-3-20","link":"#v1-2-3-10-3-20","children":[]}]},{"level":2,"title":"v1.2: This Changes Everything! - 10/3/20","slug":"v1-2-this-changes-everything-10-3-20","link":"#v1-2-this-changes-everything-10-3-20","children":[{"level":3,"title":"v1.1.1 - 9/30/20","slug":"v1-1-1-9-30-20","link":"#v1-1-1-9-30-20","children":[]}]},{"level":2,"title":"v1.1: Enhanced Edition - 9/30/20","slug":"v1-1-enhanced-edition-9-30-20","link":"#v1-1-enhanced-edition-9-30-20","children":[]},{"level":2,"title":"v1.0 - 9/27/20","slug":"v1-0-9-27-20","link":"#v1-0-9-27-20","children":[]}],"relativePath":"public/kronos/changelog.md","lastUpdated":null}'),t={name:"public/kronos/changelog.md"},n=a('
The Modding Tree changelog:
v2.5.9.2 - 5/19/21
- Fixed many issues with things not updating.
v2.5.9.1 - 5/18/21
- Made text inputs never give NaNs.
v2.5.9 - 5/18/21
- Fixed issue when using text inputs for Numbers.
- Added particle color feature.
- Particle speed and dir are updated as it moves.
- Added setSpeed and setDir for particles.
- Added more trig functions.
v2.5.8 - 5/17/21
- Added makeShinies, which creates a stationary particle in a random spot.
- Bars will visually update more quickly.
- Fixed a major particle-related issue.
- Fixed autoUpgrade.
- Fixed a minor visual issue with tree nodes.
v2.5.7 - 5/15/21
- Added a particle system! Not only can it be used for visual effects, but particles can interact with the mouse. They could be used to create golden cookies or collectables, for example.
- Added marked feature to buyables, clickables, and challenges. By default, stars multi-completion challenges when maxed.
- Added 'deactivated' feature to layers, which disables many features.
- Improved number formatting slightly.
v2.5.6 - 5/14/21
- You can now use non-numeric ids for upgrades, buyables, etc.
- Fixed an exploit that let you buy an extra buyable.
- Moved basic getter/setter functions to easyAccess.js.
v2.5.5.2 - 5/12/21
- Fixed a major issue with buyables.
- Fixed a variety of tabFormat-related issues.
- Fixed commas appearing in decimal places (thanks to pg132!)
v2.5.5.1 - 5/12/21
v2.5.5 - 5/12/21
- Added grids! They are a grid of buttons which behave the same, but have their own data. Good for inventory grids, map tiles, and more!
- Added "marked" feature to add a mark to a node. Can be an image instead of a star. (Originally by Jacorb)
- Added "layer-proxy" component that lets you use components from another layer.
- Added the ability to display non-whole numbers in main-display.
v2.5.4 - 5/10/21
- Added a setting to always use single-tab mode.
- Added directMult, which multiplies prestige gain after exponents and softcaps. It actually multiplies gain for static layers.
- Added onEnter and onExit for challenges.
- Improved displaying numbers between 0.0001 and 0.1.
- Added documentation on how gainMult/Exp work for static layers.
- Fixed a visual issue on mobile, thanks to thepaperpilot.
- Improved documentation in general.
v2.5.3 - 5/8/21
- Improved performance of tab formats and bars.
- Respec confirmation settings are now kept on resets.
- Improved compatibility with older browsers.
- Fixed missing pixel on vertical bars.
v2.5.2.1 - 5/7/21
- Fixed microtabs making layers highlight incorrectly.
v2.5.2 - 5/7/21
- Added glowColor for subtabs.
- Improved the display for extremely small numbers.
- Fixed issues in the buyable docs.
v2.5.1 - 5/7/21
- Fixed dynamic things in tabFormat not updating.
v2.5: Dreams Really Do Come True - 5/7/21
- Optimizations, hopefully a significant amount.
- Added OOM/s point gen display at high values (thanks to Ducdat!)
- Only one tab will display if the window is not wide enough (also thanks to Ducdat!)
- Holding down a buyable's button now buys it continuously.
- New milestone setting will also show the most recently unlocked milestone. (Also renamed all settings to be clearer)
- Added an onHold feature for clickables.
- Layer nodes will be highlighted even if the player is on the same tab.
- Added customizable node glowColor.
- Added buyable purchaseLimit.
- Amount is automatically supplied to buyable cost and effect functions.
- Locked (not yet visible) milestones no longer take up space. Also fixed hidden milestones taking a tiny bit of space.
- Re-centered respec buttons.
- Force-displayed tooltips are not hidden by resets.
- Added formatting support for very small numbers. Disabled in most places by default because rounding errors might cause issues. Access it with formatSmall, or enable it globally by adding "allowSmall: true" to modInfo.
v2.4.1 - 4/29/21
- A number of minor fixes, many thanks to thepaperpilot.
- The respec confirmation checkbox is now part of the respec-button component. (This also fixes the checkbox appearing when there is no respec button)
- Added a few undocumented changes to the 2.4 changelog (the two at the bottom)
v2.4: Rationalized Edition - 4/29/21
Completely reworked tooltips. Shift-click a node to force its tooltip to stay displayed. (And hopefully finally fixed flickering!)
Added text-input and slider components.
Added the ability to toggle respec confirmations.
Added custom respec confirmation messages.
The red layer highlight will not appear before a layer is unlocked.
Added unlocking hotkeys.
You no longer need to supply 'rows' and 'cols' for any Big Features.
Node symbols can use HTML.
Added documentation for the respec button.
Added prestigeNotify to subtabs, and prestigeNotify in subtabs also highlights the layer node.
The version number no longer contains special characters or irrational numbers.
Added ctrlDown and shiftDown variables.
Tooltips now use HTML (this means you need to replace any newlines with
)
v2.\u03C0.1 - 4/7/21
- Fixed formatting for some larger numbers.
- Upgrades will expand if there is too much text to display.
- Fixed styling challenges.
- No longer attempts to display a base currency when there is none.
v2.\u03C0: Incrementally Updated - 2/5/21
- Performance improvements.
- Fixed tooltips overlapping with the top display.
- Clicking a popup dismisses it immediately.
- Added support for bulk challenge completions.
- "Best" is updated automatically.
- Fixed keeping Decimal values on reset.
- Code reorganization and style improvements by fudo.
v2.3.5 - 12/21/20
- Added resetTime, which tracks the time since a layer prestiged or was reset.
- A layer node will be highlighted red if one of its subtabs is highlighted red.
- Fixed issues with keeping challenges, buyables, and clickables on reset.
- Improved the unlocking of custom layers.
- Other minor fixes.
v2.3.4 - 12/16/20
- Added a node image feature.
- Resource display now always shows the amount of the currency the layer's gain is based on.
- Added spacing between tree nodes.
- Another attempt to fix tooltip flickering.
v2.3.3 - 12/13/20
- Fixed the first node in a row always taking up space.
- layerShown is now optional.
- All prestige types can now use features for custom prestige types.
v2.3.2 - 12/13/20
- Fixed achievement/milestone popups.
v2.3.1 - 12/12/20
- Another attempt to fix flickering tooltips.
- The "this" keyword should work everywhere except tabFormat arrays (although I may have missed some things).
- Fixed tree branches not updating when scrolling on the right-side tab.
- Fixed a spacing issue when a node's symbol is ""
- Removed some old, unneeded files.
v2.3: Cooler and Newer Edition - 12/10/20
- Added achievement/milestone popups (thank you to Jacorb for this contribution!)
- The changelog tab is back, and can be set in mod.js.
- Layer nodes and respec buttons will not be clicked by pressing "enter".
- Possible fix for flickering tooltips and strange transitions.
- The victory screen text is configurable.
- Added image and textStyle features to achievements.
- Added an argument to use specific rows in an "upgrades" component.
- Fixed the comma appearing in the main display when there was no effectDescription
- Added the ability to easily make a tab that is a collection of layers in subtabs.
- Improved spacing for embedding layers with subtabs into subtabs.
v2.2.8 - 12/03/20
- Double-clicking a layer node brings you to the main subtab for that layer.
- Attempted to fix challenges visually updating a different way.
- Added a softcap function for use in formulas.
- Added displayRow feature, which lets layers be shown somewhere separate from where they are in the reset order (e.g. side layers)
- Fixed autoupgrade issue.
v2.2.7 - 11/30/20
- Added autoUpgrade feature.
- resource-display now shows resource gain per second if passiveGain is active.
- Fixed formatting issues on some large numbers.
- Better support for using classed objects in player and in layers/tmp.
- Made hard resetting more effective.
- Removed Herobrine from getStartClickables.
v2.2.6 - 11/30/20
- Added goalDescription for challenges and made the new "canComplete" system the standard.
- Another attempt to fix challenges not visually updating.
- Fixed side layers not appearing.
- Fixed getStartClickables again.
v2.2.5 - 11/29/20
- Added features for overriding the displays and costs/goals of upgrades and challenges to make them fully custom.
- best, total, and unlocked are always automatically added to layerData (but best and total will only display if you add them yourself).
- Fixed getStartClickables.
v2.2.4 - 11/28/20
- Added softcap and softcapPower features (for Normal layers)
- Offline time limit and default max tick length were fixed (previously the limits were 1000x too large)
- Added fixOldSaves.
- You can use HTML in main-display.
- Fixed a number of minor oddities.
v2.2.3 - 11/28/20
- Layers will be highlighted if you can finish a challenge.
- The "can complete challenge" color now overrides the "already completed" color.
- Button nodes now work as side "layers".
- Setting a tooltip to "" hides it entirely.
v2.2.2 - 11/22/20
- Fixed right half of the screen being unclickable in some circumstances.
- Fixed tree branches being offset.
- Fix to lastSafeTab.
v2.2.1 - 11/7/20
- Added a small highlight to layers you can meaningfully prestige on.
- Added passiveGeneration and autoPrestige features to standardize prestige automation. (The old ways still work, but the new ones work better with other things)
- Improved milestones visually a bit.
- "best" and "total" are now only displayed if present in startData.
- Fixed issues with things not updating visually. (Thank you to to Jacorb!)
- Side layers and button nodes can now be highlighted.
- Updated docs on the new tree-related features.
v2.2: Uprooted - 11/7/20
- You can now embed a layer inside of a subtab or microtab!
- Added support for hiding or reformatting the tree tab
- Added non-layer button nodes
- Added shouldNotify to subtab/microtab buttons. (You can make them highlighted)
- Added commas to large exponents.
- Upgrades now only show "currently" if they have an effectDisplay (so not for constant effects).
- Achievements are part of the default tab format.
- NaN is now handled more intelligently.
- Renamed files, and moved less relevant ones to another folder.
- The "hide completed challenges" setting now only hides challenges at max completions.
- Thank you to thepaperpilot for fixing errors in docs and improving the infobox appearance!
- Many other minor fixes.
v2.1.4 - 10/25/20
- Added an infobox component. Thank you to thepaperpilot for this contribution!
- Layer type is now optional, and defaults to "none".
- Improved the look of bars and tab buttons.
- Improved spacing between layer nodes (also thanks to thepaperpilot!)
- Fixed the "blank" component breaking if only specifying the height.
- Fixed some numbers not displaying with enough digits.
- Made a few more things able to be functions.
- A few other minor fixes.
v2.1.3.1 - 10/21/20
- Fixed the update function.
v2.1.3 - 10/21/20
- gainMult and gainExp are now optional.
- Layer unlocking is now kept on reset.
- Game should start up faster.
- Layer updates now have a determined order and starts with earlier-rowed layers.
- Automation now has a determined order and starts with later-rowed layers.
- Fixed issues with resetting clickables and challenges.
- Commas should no longer appear in the decimal places of a number.
- Fixed potential issue in displaying the tree.
v2.1.2 - 10/19/20
- Added buyUpgrade function (buyUpg still works though)
- Added author name to modInfo.
- Fix to crash caused when the name of a subtab or microtab is changed.
- Fixes to outdated information in docs.
- Improvements to Discord links.
- Thank you to thepaperpilot for contributing to this update!
v2.1.1 - 10/17/20
- Added resource-display component, which displays the base currency for the prestige layer, as well as the best and/or total of this layer's prestige currency.
- Fixed the value for the base currency not updating in resource-display.
v2.1: We should have thought of this sooner! - 10/17/20
- Moved most of the code users will want to edit to mod.js, added documentation for it.
- Specifically, modInfo, VERSION, canGenPoints, getPointGen, and maxTickLength
- Added getStartPoints()
- Added the ability to store non-layer-related data
- Added the ability to display more things at the top of the tree tab below points.
- Made the endgame condition customizable
- Added "sell one" and "sell all" buttons for buyables.
- Moved the old "game" to demo.js, and replaced it with a minimal game that won't cause issues when edited.
- Fixed issues with version number
- Fixed number formatting issue making things like "10e9" appear.
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
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 - 9/30/20
- You can define hotkeys directly from layer config.
v1.1: Enhanced Edition - 9/30/20
- 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 - 9/27/20
',115),o=[n];function d(r,s,h,u,c,v){return l(),i("div",null,o)}const g=e(t,[["render",d]]);export{m as __pageData,g as default};