Add scene-authored FX effect library and Fx autoload

Replace code-buried CPUParticles with inspector-editable effect scenes fired
through one Fx autoload: code names the effect (Fx.spawn(&"blood_burst", xform)),
the .tscn owns the look. Ships four placeholder effects (blood_burst, slam_dust,
spark, hit_flash) seeded from the old code params, a self-freeing one_shot_effect
root helper, a live preview gallery, and an FX style guide for Siim. CPUParticles
only (mobile GLES3 constraint). Existing call sites untouched -- migrated later.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# FX — the effect library
Gameplay code fires a **named** effect; the **scene** decides how it looks. That split is the whole
point: a programmer writes `Fx.spawn(&"blood_burst", hit_transform)` once, and from then on every
change to how a hit *feels* is a `.tscn` Siim edits in the inspector — no code, no recompile.
```gdscript
# anywhere in gameplay code
Fx.spawn(&"blood_burst", global_transform) # at a node
Fx.spawn(&"slam_dust", Transform3D(Basis(), point)) # at a world point
```
## Siim's workflow
1. **Open the gallery.** Run `fx/effect_gallery.tscn`. It loops through every effect on a sand-lit
stage with the effect's name on screen, so you see each one the way it reads in play.
2. **Pick an effect** `.tscn` in `fx/` (`blood_burst`, `slam_dust`, `spark`, `hit_flash`) and open it.
3. **Tune it in the inspector.** Everything lives on the `CPUParticles3D` node and its material:
- **Colour** → the node's *Color Ramp* (start colour → faded/transparent end).
- **Shape of the burst over time** → *Scale Amount Curve*.
- **Amount / Lifetime / Explosiveness / Spread / Velocity / Gravity** → the node's emission group.
- The viewport previews particles live as you drag — no play needed.
4. **Save.** That's the whole edit. Re-run the gallery to compare.
New effect? Add a `fx/<name>.tscn` (root = `CPUParticles3D` with `one_shot_effect.gd` attached — copy
an existing one), then register its name → path in `fx/fx.gd`.
## House style (keep effects reading as one game)
**Palette** — pull from these, don't invent per-effect colours:
| Role | Start | End (fades to alpha 0) |
|-------|---------------------------|-----------------------------|
| Blood | `#FF0505` | `#400000` |
| Dust | `#B89966` (tan) | `#8C7326` |
| Ember | `#FFF299` → `#FF8C1A` | transparent |
| Flash | `#FFFFFF` | transparent |
**Timing budgets** — hits read best short: strike/flash effects ≤ **0.4 s**, dust/settle ≤ **1.1 s**.
A one-shot effect frees itself `lifetime + 0.5 s` after spawn (`one_shot_effect.gd`), so keep
`lifetime` honest.
**PS1 look** — materials are **unshaded**, **alpha-blended**, **vertex-colour** (colour comes from the
ramp), cull disabled. Prefer few, chunky, low-poly billboarded quads over dense fine particles; the
game runs the PS1 filter over everything, so subtlety is lost anyway.
**Mobile** — effects are **`CPUParticles3D`, never `GPUParticles3D`**. The web/GLES3/ANGLE target
compiles particle shaders badly (see the notes in `player.gd`); CPU particles are just as tunable in
the inspector and safe on-device. Keep this constraint when adding effects.
## Files
| File | What it is |
|---|---|
| `fx.gd` | The `Fx` autoload — `spawn(name, xform, parent=null)`; name→path registry |
| `one_shot_effect.gd` | Root helper: fires the emitter(s) once, frees the scene when done |
| `blood_burst.tscn` etc. | The effects themselves — **edit these** |
| `effect_gallery.tscn` | Preview stage (run it to review) |
| `_seed_placeholders.gd` | One-off generator that wrote the first-draft defaults; not used at runtime |