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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mod_base2d_name = 2D Platform
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mod_base2d_desc = 2D presentation platform: base shell scene with the view box, toolbar, panel slots and notifications. Parent for all 2D mods; content mods fill the shell through scene patches.
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mod_shell2d_base_name = 2D Shell
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mod_shell2d_base_desc = 2D presentation platform: base shell scene with the view box, toolbar, panel slots and notifications. Parent for all 2D mods; content mods fill the shell through scene patches.
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mod_base2d_name = 2D-платформа
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mod_base2d_desc = Базовая 2D-платформа: сцена-оболочка с ViewBox, тулбаром, слотами панелей и уведомлениями. Родитель для всех 2D-модов; контент-моды наполняют оболочку через патчи сцен.
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mod_shell2d_base_name = 2D-оболочка
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mod_shell2d_base_desc = Базовая 2D-платформа: сцена-оболочка с ViewBox, тулбаром, слотами панелей и уведомлениями. Родитель для всех 2D-модов; контент-моды наполняют оболочку через патчи сцен.
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