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.
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: 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)
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.