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 19:00:46 +02:00
1 parent 70ff37d127
commit 9ecbbb4056
7 files changed
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@@ -8,7 +8,7 @@ namespace Cthangover.Mods.Interface.Menu
/// <summary>
/// In-game pause menu: save/load/settings/quit. The settings and save/load
/// panels are not referenced by type: they are registered in the
/// <see cref="MenuRegistry"/> (by the <c>base_menu</c> mod or any other mod
/// <see cref="MenuRegistry"/> (by the <c>menu_base</c> mod or any other mod
/// that wants to provide them) and instantiated here by id, so the panel
/// implementations can live entirely inside mods. Both panels stay hidden
/// children created on _Ready to avoid loading delays when the player opens
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@@ -268,7 +268,7 @@ namespace Cthangover.Mods.Interface.Theming
/// backdrop let scene buttons bleed through, which made the panel close
/// buttons look noisy; an opaque backing removes them. The colour stays
/// underneath as a fallback because the texture ships in the optional
/// "interface" mod and may not resolve, in which case the panel still
/// "ui_base" mod and may not resolve, in which case the panel still
/// gets a solid surface.
/// </summary>
public static void ApplyPanelBackdrop(ColorRect backdrop)