Layers definition

added BACKPACK_LAYER and OVER_SHOULDER into enum layer_level
Descriptions and encumbrance
Max1Backpack

enforce only one item with BACKPACK tag
ArmorJsonChanges

bags:
BELTED -> BACK
BACKPACK

quivers:
BELTED -> BACK

fanny, purse, messenger bag:
BELTED -> OVER_SHOULDER
WarningFix

control may reach end of non-void function
FixLayerLevel

i was wondering what is MAX_CLOTHING_LAYER for, now i know...
SheatSwordAction

max volume of sword for scabbard = 8
max volume of sword for other scabbards (large_scabbard) = 20
ScabbardAndLargeScabbard

scabbard:
covers TORSO -> LEGS
coverage 15 -> 10
description tweak

new large_scabbrad:
covers TORSO
layer BACK
LargeScabbardRecipe
BallancingOverShoulderItems

fanny pack not fittable anymore
messenger bag encumbrance 0->1
purse encumbrance 1->2
LargeScabbardPawnshop
FixLang#1
LargeScabbardTime

for sheathing / unsheathing
ItemsLayerRebalance

Moved some items from
torso / belt -> torso / regular

fanny pack -> fittable, torso / over shoulder
LargeScabbardTime

for sheathing / unsheathing
UidGenerator

Random int for unique identification, should suffice if you are not
using tons of them for one purpose.
UidForItemAndSome

container methods and tname update for containers with solid content.

Generally, you generate and persist uid only for items you need to
remember and find later, like i will do for selected containers in AIM.
AIMContainerPersistenceUid

significan reduction of code
can persist location of container inside of other container
AIMContainerPersistencePerPanel

So i can have selected container in both panes and still persist
selected containers
ItemTweaksAndFixed

tname was bugged
get_container_used_capacity returned precision volume i dont want
is_liquid_container -> is_container_liquid
is_container_liquid for specific liquid