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 19:00:31 +02:00
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commit a5908227e6
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{
"id": "live2d",
"id": "live2d_base",
"name": "Live2D Cubism",
"version": "1.0.0",
"author": "ct",
"description": "Live2D Cubism C# runtime: model loading, rendering, physics, animation, effects",
"category": "library, visual",
"depends": ["interface>=1"],
"depends": ["ui_base>=1"],
"depends_native": ["native/*.dll", "native/*.so"],
"test_suites": [
{"id": "avatar", "activate": ["--itest=live2d_avatar"]}