Turn editor_tools into a package of the split tool mods
The code moved to tools_base, scenario_tools_base and the seven editor mods; editor_tools depends on them and keeps the tool windows suite. Docs list all seven tool box entries with a new tool box screenshot.
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@@ -1,20 +1,32 @@
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{
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"id": "editor_tools",
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"name": "Editor Tools",
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"version": "1.0.0",
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"version": "1.1.0",
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"author": "ct",
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"description": "The author's windows over a running game: scene, scenario, map, interactive and light editors and a Godot scene builder. What they save are ordinary mod files the game applies at once.",
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"description": "Compatibility toolset: installs the individual scene, scenario, map, interactive, light, Godot scene and catalog tools.",
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"category": "tools, editor",
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"sources": [
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"src/**/*.cs"
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"sources": [],
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"depends": [
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"scenario_editor>=1",
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"scene_editor>=1",
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"scene_builder>=1",
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"map_editor>=1",
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"interactive_editor>=1",
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"light_editor>=1",
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"catalog_export>=1"
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],
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"test_sources": [
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"tests/*.cs"
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],
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"depends": ["dialog_base>=1", "interactive_base>=1", "time_base>=1", "map_base>=1", "ui_base>=1", "schema_base>=1"],
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"test_suites": [
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{"id": "windows", "activate": ["--itest=tools_windows"]},
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{"id": "ingame_play", "activate": ["--itest=ingame_play"]},
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{"id": "novel_flow", "activate": ["--itest=novel_flow"]}
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{
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"id": "windows",
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"activate": [
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"--itest=tools_windows"
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]
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},
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{
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"id": "novel_flow",
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"activate": [
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"--itest=novel_flow"
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]
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}
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]
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}
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