Shop proximity nameplate (ShopNameplateHud.razor): floating TOOL SHOP title and Press E hint near shopkeeper
Delivery flavor lines (DeliveryFlavorText.cs) on claimed delivery HUD cards
DeliveryDropoffType on drop-offs: Apartment, Gas Station, Park, Generic with spawn weight
Daily, weekly, and monthly challenges (ChallengeManager, ChallengesUI.razor) in pause menu and town menu
Challenge save field challengeProgress per Steam ID with UTC reset keys
District completion boost (DistrictProgressTracker): session threshold per district, speed bonus, XP toast
Full day/night cycle (TimeOfDayController): auto-advance, DayLengthMinutes, sun pitch/yaw, seven sky material phases
HUD world clock embedded in GameHud.razor (period icon + 12h time)
NPC variety: random male/female citizen models and outfit presets on pedestrians
Optional town ambient loop via TownAmbientLoop on Game Manager
Dev sky tools: gtw_sky_diag, gtw_sky_preview 0-6, gtw_sky_force, gtw_time
Delivery pool pick respects per drop-off SpawnWeight
Challenge completion awards coins and XP immediately with HUD toast and save flush
District boost uses existing PlayerBoosts walk speed
Map sky takeover: disables competing map env_sky and MapSkybox3D so scene 2D Skybox renders
Spawn district balancing uses cached SpawnFramework.Districts
Shop nameplate, voice HUD, and world clock share HudOverlayGate overlay rules
What's New copy updated for Town Hustle
Map-loaded env_sky showed day sky while scene 2D Skybox had night material
Challenge UI showed mashed reward text like $12060 for large coin/XP values
Scene Sun wired explicitly; map light_environment no longer hijacks sun direction
Scene 2D Skybox stays enabled as the managed sky target
(none this patch)
Global challenge leaderboards remain planned for v0.3.0