Fix Bevy visual noise: terrain textures, native-res camera, ASCII strings master
- Regenerate floor/wall/rock as proper texture swatches: the shared style suffix ('crisp readable silhouette') made the model put a focal object in every terrain tile, which tiled into a wall of noise. Terrain manifest entries now override style ('texture swatch, very low contrast, no focal point') with per-item seeds; rule recorded in the pixellab skill and knowledge/art-pipeline.md. - Camera defaults to orthographic scale 0.5 so 32px art renders at native resolution (nearest-neighbor downscale to 16px was decimating pixels into shimmer); smooth-follows the villain or build cursor; [ ] zoom clamped 0.25-1.5. - Player-facing strings ASCII-only: Bevy's default font renders the em dash as tofu. Fixed in sim log and both frontends' threat lines. - Sidebar background alpha 0.85 -> 0.97; floor texture tinted toward the palette in Art::load.