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
1 parent bec5743f13
commit a5908227e6
6 files changed
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@@ -1,6 +1,6 @@
{
"name": "Live2D Test",
"description": "Test and demo mod for the live2d runtime: the sample Ren model (expressions, motions) shown by the home_outside overlay scene plus an avatar test driver. Requires live2d>=1.",
"description": "Test and demo mod for the live2d runtime: the sample Ren model (expressions, motions) shown by the home_outside overlay scene plus an avatar test driver. Requires live2d_base>=1.",
"sources": [
"src/*.cs"
],
@@ -17,7 +17,7 @@
}
],
"depends": [
"visual_novel_core>=1",
"interface>=1"
"cthangover_story>=1",
"ui_base>=1"
]
}