* All 19 structures now breathe: procedural pulse-glow animation generated from
each sprite's own lit pixels (tools/animate_sprites.py), 6 frames at 130ms.
WithSpriteBody PlayRepeating()s multi-frame idles, so no trait changes needed.
* Big explosions leave scorch smudges on the ground (SmudgeLayer + LeaveSmudge
on bass_ring, both superweapon impacts, and building deaths).
* Buildings shake the screen when they die (ScreenShaker + ShakeOnDeath).
* The main menu is alive again: shellmap split into two lua-driven sides that
skirmish forever. No Bot: players, so no order-manager stall.
* Stream buffs owed by telemetry: bufferbot HP 3500->5000 (survives a second
seven-inch), drmwalker 750, scraper capacity 18.
Verified: arena smoketest PASS with all changes, shellmap lua confirmed live.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>