feat: wire _ph placeholder sprites into actors (mech, grunt, burster, slug, scrap)
Operator asked for placeholder sprites for playtest feel. Actors now render the hand-authored pixel maps (tools/aseprite/maps -> assets/ sprites_ph, committed) via code-created Sprite2D — no scene texture UIDs to hand-author. Dynamic feedback preserved: grunt/burster heat tint + hit flash drive sprite.modulate, heat-aura ring stays a _draw overlay; salvage fade drives modulate.a. Arena floor/walls, HUD, and FX stay primitives. CLAUDE.md greybox-art note updated (was 'no sprites'); real art (watercolor scenery + pixel sprites) still later. Smoke gate 3/3 green on nh3-dev headless 4.7.1.
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@@ -4,6 +4,3 @@
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# OS noise
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.DS_Store
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# Generated placeholder sprites (regenerate via tools/aseprite/)
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assets/sprites_ph/
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