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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cthangover committed 2026-10-29 13:22:26 +01:00
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commit f5cf990d72
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{
"id": "editor_tools",
"name": "Editor Tools",
"version": "1.0.0",
"version": "1.1.0",
"author": "ct",
"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.",
"description": "Compatibility toolset: installs the individual scene, scenario, map, interactive, light, Godot scene and catalog tools.",
"category": "tools, editor",
"sources": [
"src/**/*.cs"
"sources": [],
"depends": [
"scenario_editor>=1",
"scene_editor>=1",
"scene_builder>=1",
"map_editor>=1",
"interactive_editor>=1",
"light_editor>=1",
"catalog_export>=1"
],
"test_sources": [
"tests/*.cs"
],
"depends": ["dialog_base>=1", "interactive_base>=1", "time_base>=1", "map_base>=1", "ui_base>=1", "schema_base>=1"],
"test_suites": [
{"id": "windows", "activate": ["--itest=tools_windows"]},
{"id": "ingame_play", "activate": ["--itest=ingame_play"]},
{"id": "novel_flow", "activate": ["--itest=novel_flow"]}
{
"id": "windows",
"activate": [
"--itest=tools_windows"
]
},
{
"id": "novel_flow",
"activate": [
"--itest=novel_flow"
]
}
]
}