feat(app): App.set_icon, so a game without a bundle still has an icon
`ludic bundle` builds an AppIcon.icns and macOS reads it out of the .app, so a shipped game has an icon. `ludic build` produces a bare executable: no bundle, no CFBundleIconFile, and so no icon at all - macOS draws the generic green "exec" tile. That is the build a developer runs every day, which is why "the game has no icon" can be true for months while the bundle is perfect. It was here: the .app's icns validated against iconutil, the plist was right, the signature was right, and NSWorkspace rendered the artwork - and the binary beside it still had the exec tile. App.set_icon(path) takes the bytes through lp_pak_open, so a packed path and a loose one both work and this does not repeat Audio.load's trick of taking a filesystem path only. NSData copies them, so the buffer goes straight back. A missing or undecodable image leaves the existing icon alone rather than clearing it; a bundled app is unaffected; headless links no AppKit and compiles it away. Verified the Cocoa sequence against an ObjC twin doing the same message sends: before, a bare binary's applicationIconImage is the generic 128x128 tile; after, it is the 1024x1024 artwork. Backend change, so selfhost/ludicc.seed.ll is reseeded: the bootstrap fixpoint and the C-free rebuild from the seed both pass.
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