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.
This commit is contained in:
cthangover committed 2026-10-18 19:00:24 +02:00
1 parent 7b6ae80616
commit 754b854817
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@@ -1,6 +1,6 @@
{
"id": "tools",
"name": "Tools",
"id": "editor_tools",
"name": "Editor Tools",
"version": "1.0.0",
"author": "ct",
"description": "Developer toolbox of ToolBox windows: scenario graph editor, map editor with zones, scene builder with inspector, interactive and light editors, and the mod catalog export window.",
@@ -8,7 +8,7 @@
"sources": [
"src/**/*.cs"
],
"depends": ["dialog_base>=1", "interactive_base>=1", "time_base>=1", "map_base>=1", "interface>=1"],
"depends": ["dialog_base>=1", "interactive_base>=1", "time_base>=1", "map_base>=1", "ui_base>=1"],
"test_suites": [
{"id": "windows", "activate": ["--itest=tools_windows"]}
]