Pie menu, weapon system, Btn node, weapon slots wired to player

  • Replace RadialMenu with PieMenu: 12-segment pie with visibility bits
  • Add pie-menu-uifs.sc with per-segment visibility and hover highlight
  • Add Btn node with hover highlight shader and onClick callback
  • Add close button to InvUi via Btn node
  • Add Weapon::Ctor with mesh, idle, attack, and player attack anims
  • Wire Staff and Bhs constructors to Weapon::Ctor with anim paths
  • Add Player::setCurWeapon: spawns weapon SkMesh from Weapon item data
  • Add Player::onPieMenuSelected: routes pie selection to weapon/inv/etc
  • Player::secondaryTrig opens pie menu and centers/hides cursor
  • Pie menu closing restores cursor and HUD visibility
  • Remove hardcoded BHS anim refs from Player; use curWeapon instead
  • Weapon slot null-guard: only attack if curWeapon and weapon exist
  • Add typed Slot::getItem() returning const I*
  • Add BaseSlot::getItem() returning const Item*
  • Add InvUi weapon slot getters for pie menu visibility checks
  • Add isVisible guard to mouseBtnDown/Up/Wheel in NodeUi
  • Fix TileView left click to return onTileClick result
  • Remove unused hp-ico and mana-ico from asset preloads
  • Remove log statements from loot, crystal sanctuary guardian
  • Assert on texture load failure instead of logging

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