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 19:00:24 +02:00
1 parent 7b6ae80616
commit 754b854817
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mod_tools_name = Tools
mod_tools_desc = Developer toolbox: scenario graph editor, map editor with zones, scene builder with inspector, interactive and light editors, and the mod catalog export window.
mod_editor_tools_name = Editor Tools
mod_editor_tools_desc = Developer toolbox: scenario graph editor, map editor with zones, scene builder with inspector, interactive and light editors, and the mod catalog export window.
tools/common/save = Save
tools/common/save_tip = Save the file (Ctrl+S)
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mod_tools_name = Инструменты
mod_tools_desc = Инструменты разработчика: редактор сценариев (граф), редактор карты с зонами, конструктор сцен с инспектором, редакторы интерактива и света, экспорт каталога модов.
mod_editor_tools_name = Редакторы
mod_editor_tools_desc = Инструменты разработчика: редактор сценариев (граф), редактор карты с зонами, конструктор сцен с инспектором, редакторы интерактива и света, экспорт каталога модов.
tools/common/save = Сохранить
tools/common/save_tip = Сохранить файл (Ctrl+S)