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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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bnbsde6j7gwsi"
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path="res://.godot/imported/slug_ph.png-c68013faba14e2a7a9a40558a57d8215.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/sprites_ph/slug_ph.png"
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dest_files=["res://.godot/imported/slug_ph.png-c68013faba14e2a7a9a40558a57d8215.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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