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* feat(agent-map): make an unread finish visible and let a glance demote it A finished agent was the quietest mark on the map. `status-glow` was defined only for working/waiting/blocked, so a finish got a 1.7px emerald stroke on a 6px mark and no halo — invisible across a 200-agent fleet. Worse, `dashboardCardDisplayState` folds `done && !unseen` into `idle`, so opening an agent erased it: finished-but-unlanded work looked exactly like a workspace that never ran. Looking at something is not the same as dealing with it. Split the two on the map only, via a local `AgentMapNodeStatus` at the single `agentMapNodeStatus` seam. `DashboardCardDotState` crosses the pop-out bridge and is unchanged, so there is no wire change and bucket counts are untouched. - done + unseen: filled emerald core, emerald halo, one-shot 1.4s flare - done + seen: hollow emerald, no halo — still yours to land - workspace ring turns green only once the whole workspace has settled The flare is gated on a wall-clock recency window, not the map's `now` prop: `now` ticks every 30s to refresh relative timestamps, so measuring a 1.4s window against it fired at random moments instead of on the transition. * fix(agent-map): bound completion paint work * perf(agent-map): avoid fleet flare allocation * fix(agent-map): localize seen completion label * Remove unrelated merge formatting changes * test(agent-map): guard completion burst paint budget