Clear designation tile-highlight when jobs complete
Each entity completion handler (wall/floor/door/bed/torch/workbench/crate /tree/rock/big_rock/grave_slot) now calls World.clear_designation_at(tile) so the orange/blue/etc. highlight overlay disappears with the job. BigRock iterates its footprint to clear all four tiles. World.designation_ctl is set during the scene boot wire-up; the helper no-ops when the controller is absent (e.g. headless tests).
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@ -419,6 +419,7 @@ func _complete() -> void:
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if _light != null:
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_light.enabled = is_on()
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queue_redraw()
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World.clear_designation_at(tile)
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Audit.log("workbench", "%s built at %s" % [label_text, tile])
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# Phase 13 — notify BeautySystem so nearby tile beauty scores update.
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# Hearth gets base beauty 4 (warm glow); other benches get 1.
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