Fully procedural geometry — new ShapeBuilder helper (assembles N boxes into a single Model + colliders); the van, Cyber GT, wheels and ~20 props are now built in code.
Project-local material Assets/materials/flat.vmat (core complex shader) — always shipped, so it can never go missing.
2 locally generated sounds — turret-shot.sound (turret fire) and music-bed.sound (6 s loopable pad), zero cloud.
Dev tool tools/mcp.py — HTTP client for the s&box MCP server (diagnosis, asset create/compile, in-play verification).
Tinted props — concrete grey for decor, black rubber for wheels, rust red for fuel cans, brown for dead trees (no more pure white from the flat material).
Lit world material — terrain and ridges now catch the overcast sky light (slightly richer shading than before).
No more orange "ERROR" placeholders in the published build — all geometry is procedural, so it's guaranteed to ship (Cloud.Model assets weren't bundling reliably).
Garage floor — a second direct override to white_flat.vmat (the last red surface) removed.
Red/black error checkerboard everywhere (floor, terrain, mountains, props, city) — caused by materials/dev/white_flat.vmat removed by an s&box update; replaced with the project-local flat.vmat.
All community cloud assets — no licensing question left for monetization.
Both cloud sounds (Cloud.SoundEvent) and all Cloud.Model calls.
Dead facepunch.cone_dev reference in the .sbproj.