Mod naming rule and engine UI in engine mods

Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base,
editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and
every reference follows. Engine UI prefabs (dialog, answers, message, game
menu, inventory, map, skills) and their panel entries moved out of the story
mod into the subsystem mods; the card_novel and vn_starter_novel collections
are removed.
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cthangover committed 2026-10-18 19:00:09 +02:00
1 parent f11cbbb651
commit 0bc9040c28
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@@ -89,7 +89,7 @@ namespace Cthangover.Cooking.Tests
ModAssert.NotNull(raw, "manifest.json exists");
using var doc = JsonDocument.Parse(raw);
var depends = doc.RootElement.GetProperty("depends");
var found = new[] { "visual_novel_core", "interface", "items_base", "time_base" };
var found = new[] { "cthangover_story", "ui_base", "items_base", "time_base" };
foreach (var dep in found)
{
var ok = false;