Own-art backpack gump + inventory rework (invisible grid) #100
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alpha:wave-0
alpha:wave-1
alpha:wave-2
alpha:wave-3
area:assets
area:combat
area:ecology
area:infra
area:render
area:scripting
area:ui
area:world
enhancement
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migration
post-alpha
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type:bug
type:chore
type:design
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marco/IsoMmo!100
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Summary
Ingests our first own-art gump and reworks the client backpack UI around it.
aec4242+6aa2706): adds theOwnArtbake step and the source PNG, then bakes the 520×760 RGBA backpack gump intoassets.isoa(overriding the UO-extracted entry) and draws it as the inventory panel background (fallback to a filled rect without a pack). Moves the inventory toggle to Ctrl+I so plainIis free. Pack shrinks 9 → 4.3 MB.art/gump/container_backpack.README.mddocuments the required RGBA/transparent format.f8d97d0): backpack items lay out in an invisible grid confined to the bag's open interior, not the whole panel. Capacity is not slot-bounded (it is weight-bounded, #99) — items overlap past the visible cells. Grid + hit-test math lives inBackpackLayout(Client.Core, unit-tested). Removes the old Weapon/Armor equip slots — equipment moves to a dedicated paperdoll (follow-up).7753892):docs/game-design/systems/backpack-weight.md— the weight-bounded carry system (issue #99).Verification
dotnet build: 0 warnings.dotnet test: 297 passing (incl. 5 newBackpackLayouttests).Iis a no-op), and picked-up items render inside the bag interior with no visible grid.Follow-ups
77538928cd9615ef6556541b141dcded03179233