#textures
4 items (4 fixes)
complex.shader has no shipped source and no evidence it reads vertex color as albedo, so don't plan per-vertex color painting through it. The reliable runtime color-per-surface lane is a baked texture plus Material.CreateCopy and Set("Color", tex).
Moving legacy assets out of a publish payload with git mv alone leaves compiled artifacts behind (they are gitignored), and a material/model-only dependency closure misses shared textures that kept assets still reference.
s&box loads Steam avatars through an avatar:<steamid64> texture-URL scheme usable from both SCSS background-image and C# Texture.Load. It returns a transparent placeholder immediately and swaps in the real avatar with no panel re-render.
A prop that reads as flat, plastic, or untextured almost always has a texture. The mip chain destroyed its contrast before the player saw it, because the detail was authored finer than the scale the surface is seen at.