c340b7bc48
Hand (CanvasLayer, PROCESS_MODE_ALWAYS): Space toggles the hand, Q/E play slot 1/2, charges accrue from auto-fire hits (4 hits/charge, cap 5). KINETIC card: radial shockwave shove + light damage. HEAT card: paints heat status in a radius; heat accumulates, glows, detonates at threshold (damage only, no knockback — tag purity). Freeze/dilate is an exposed knob: [ and ] step dilation 0.0-0.3 live. Freeze uses SceneTree.paused, not Engine.time_scale = 0: probed on 4.7 headless — time_scale 0 still steps physics with delta 0, so delta-independent logic (heat thresholds, contact callbacks) kept firing while nominally frozen. Dilation > 0 uses time_scale slow-mo. Hand._exit_tree restores pause + time_scale so hull-zero reloads can never strand a frozen world. Smoke gate extended: charge accrual from build hits, pause-on-open at knob 0, HEAT x2 spend + threshold, detonation on release. 3/3 green on nh3-dev headless 4.7.1.