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.
This commit is contained in:
cthangover committed 2026-10-18 19:00:46 +02:00
1 parent 70ff37d127
commit 9ecbbb4056
7 files changed
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@@ -1,6 +1,6 @@
{
"id": "interface",
"name": "Interface",
"id": "ui_base",
"name": "UI",
"version": "1.0.0",
"author": "ct",
"description": "Engine UI subsystem: widget toolkit (Widget/ModWidget/lists), ViewBox background viewport, ToolBox toolbar, GameMenu/SaveIcon, notification panels, UiKit design system, DeviceInput. Kernel keeps only contracts (IWidget, IDialogBox, IToolbarHost, ISaveIconHost, IBackgroundView, IUiLazyConstruct, MenuRegistry, ToolFactory, NotificationBuffer, SceneEventController, CthangoverTheme/UiTokens boot styling) and drives this mod through those seams.",
@@ -8,5 +8,19 @@
"depends": [],
"sources": [
"src/**/*.cs"
],
"ui": [
{
"id": "game_menu",
"kind": "panel",
"slot": "ModBeforeUIPanel",
"scene_path": "scenes/menu/game_menu.tscn",
"button": {
"icon": "settings",
"locale": "menu/settings",
"index": 50
},
"priority": 10
}
]
}