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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@@ -15,6 +15,7 @@ contact_damage = 3.0
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body_radius = 11.0
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base_color = Color(0.6, 0.4, 0.25, 1)
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salvage_value = 3
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sprite_path = "res://assets/sprites_ph/burster_ph.png"
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self_heat_rate = 0.5
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detonation_damage = 2.5
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detonation_mech_damage = 15.0
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