Side-by-side sessions stop stepping on each other
Messages typed into a docked session reach it, each session shows only its own Stop and status, and the down-arrow button no longer hides.
In a docked session, typing a message while the agent was still working used to make the text vanish and show a Queued chip, but nothing was sent. Now Enter sends it as a follow-up and Option+Enter steers the agent, exactly like the main prompt bar. If Bandicot cannot take the message, the text comes back into the field.
With two sessions open side by side, the quiet one used to show a Stop button and the other session's System One note, and pressing Stop stopped the other session. Each session now shows only its own state, and Stop stops only that session.
The round down-arrow button above the prompt bar used to sit under the System One note, so half of it could not be clicked. The button now rises above the note while it is showing and settles back when it leaves. A note that was still spinning after a run finished or was stopped now goes away with the run, and an old note no longer flashes back when you switch sessions.
In the side chat, a question the engine refuses is put back in the field instead of being lost. The prompt markers on the left edge of the messages now appear only when a session is wide enough to leave them room, so they stop covering message text in narrow panes. Removing an attachment from a long prompt keeps the prompt's two rows, and resizing the window re-fits the prompt bar without a keystroke. After rewinding while scrolled up, the next reply shows its 1 new message hint again.