#whitelist
6 items (6 fixes)
Compiling an s&box game assembly outside the editor needs the exact csproj shape the editor generates, and even a perfectly green offline build cannot surface whitelist violations. The SB1000 analyzer runs only in the editor compile pass, so code can build with 0 errors and 0 warnings offline and still be rejected in-editor. Build the editor-generated Code/<project>.csproj directly and confirm against the editor compile_status, never the offline build alone.
System.Array.Clone() compiles clean in dotnet build but fails SB1000 in the editor: the headless build does not enforce the whitelist.
Headless dotnet build is green while the in-editor compiler emits SB1000: Environment/IO/Process/reflection are banned in game code.
Sandbox.Diagnostics.FrameStats and PerformanceStats are whitelist-clean and reachable from game-assembly components: build a relative perf probe without any engine benchmark API. Raw GC.GetAllocatedBytesForCurrentThread/GC.CollectionCount are SB1000-blocked in-editor; use PerformanceStats instead.
A headless dotnet build against the engine assemblies does not enforce the s&box sandbox access-control whitelist: code that builds clean headlessly can fail the editor compile with SB1000.
Whitelist divergence, loose Resource Files, and silent cloud-asset failures after publish.