Menu: conditional buttons, OpenScene returns the opened node
- MenuBuilder skips a button whose MenuButtonEntry.Visible predicate is false (e.g. "Continue" only when a last session exists); a throwing predicate is logged and the button stays visible. - MenuBuilder.OpenScene returns the overlay it opened (null when the scene failed to build), so callers can configure it. - Text for mods left out of a game's mod set: mods/not_in_game_reason.
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@@ -26,6 +26,7 @@ mods/enabled = Enabled
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mods/disabled = Disabled
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mods/disabled_reason = Disabled
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mods/dep_disabled_reason = Dependency "{0}" is disabled
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mods/not_in_game_reason = Not part of the game "{0}"
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mods/dependency_disabled = Dependency disabled
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mods/invalid_dep_format = Invalid dependency format: "{0}"
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mods/required_mod_not_loaded = Required mod "{0}" is not loaded
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@@ -24,6 +24,7 @@ mods/enabled = Включён
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mods/disabled = Выключен
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mods/disabled_reason = Выключен
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mods/dep_disabled_reason = Зависимость "{0}" выключена
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mods/not_in_game_reason = Не входит в игру "{0}"
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mods/dependency_disabled = Зависимость отключена
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mods/invalid_dep_format = Неверный формат зависимости: "{0}"
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mods/required_mod_not_loaded = Требуемый мод "{0}" не загружен
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