PR #100 follow-ups: backpack README + own-art/layout test gaps #103
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marco/IsoMmo#103
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Follow-ups from the critical review of #100 (backpack own-art + inventory rework). #100 is safe to merge as-is; these are polish items, none blocking.
Scope
art/gump/container_backpack.README.mdstill tells the artist the client draws Weapon/Armor equip slots + a visible 4×4 grid "~45% down". #100 removed the equip slots and draws an invisible auto-overlap grid. Update the composition section to the current panel (no equip slots; invisible interior grid; icons overlap past capacity, weight-bounded per #99).OwnArtTestschecks onlyframe.Pixels.Length. Add an assert onPixels[0..4](locks RGBA channel order) and a source PNG with a semi-transparent pixel (alpha 128) asserting alpha survives — the backpack interior is transparent, so this is the property that actually matters.BackpackLayoutTestsonly probes cell centres + a far-outside point (100% branch coverage is misleading). Add: point exactly atTopLeft(0)hits 0; one past (+Icon) misses; a point in the inter-icon gutter returns -1.OwnArt.Anchorstatic/treebranch uncovered — add aLoadFrame(path, "static/tree_oak")asserting anchor(width/2, height).Definition of Done
container_backpack.README.mddescribes only UI that exists in the code (no equip slots, no visible 4×4 grid); a reader following it composes for the current panel.OwnArtTestsfails if the RGBA channel order is swapped or alpha is dropped (demonstrable by mutating the bake to emit BGRA / opaque and watching a test go red).BackpackLayoutTestsfails ifIndexAt's inclusive-left/exclusive-right boundary or the gap→-1 behaviour regresses.static/treeanchor branch is exercised by a test.dotnet testgreen.