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 19:00:34 +02:00
1 parent c4e2130ed4
commit 22b67c628c
10 files changed
+26 -26

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@@ -189,7 +189,7 @@ namespace Mods.HotReloadTest
private static bool UnloadedAndLoadedBoth(ModSetReloadedEvent e) => UnloadedBoth(e) && LoadedBoth(e);
private static bool UnloadedBaseMenu(ModSetReloadedEvent e) => e.Unloaded.Contains("base_menu");
private static bool UnloadedBaseMenu(ModSetReloadedEvent e) => e.Unloaded.Contains("menu_base");
private static bool IsRejectedForLib(ModSetReloadedEvent e) => !e.Applied && e.Errors.Any(IsLibError);