Fix the build after archiving rpg/ui/scene: drop their last live dependents
rpg/ui/scene moved to archive/ earlier left a handful of otherwise-generic systems with dead references into them: - asset/loader/chunk existed solely to load rpg overworld map chunks (tile_t, worldpos_t) - deleted outright, along with its ASSET_LOADER_TYPE_CHUNK entry in assetloader.c/h. - save/slot wrapped party_t/storyflagval_t/map-name/cutscene-path, which is 100% rpg save data - deleted outright (save.c/h, savedevice.c/h and the Linux save backend keep their generic settings/device-discovery logic, just lose the slot read/write pieces that only existed for it). - locale/localemanager.c and test/CMakeLists.txt/test/save/* had a few stray includes and test cases that only existed for the now-gone code. Also restores assets/locale/en_US.po (copied back from archive/assets/) - locale init still needs a real locale file to boot into, even with the asset-moving/archiving done separately. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -7,8 +7,6 @@ include(dusktest)
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# Tests
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dusktest(test_savesettings.c)
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dusktest(test_saveslot.c)
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target_sources(test_saveslot PRIVATE savetestfixture.c)
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dusktest(test_savedevicelinux.c)
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target_sources(test_savedevicelinux PRIVATE savetestfixture.c)
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