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docs(D255): consolidate real-Deck evidence - destroy-via-explosion, not activation
Further Steam Deck testing on the published v0.2.1 release reconciles the two competing D255 repro theories: the trigger is an object dying via explosion, not terminal activation. Confirmed on four levels: - Facility: every terminal crashes consistently when destroyed - Caverns: terminals near the radio objective crash when they explode - Archives: a similar crash when a guard's grenade detonates (no terminal involved at all - narrows the real trigger to "object dies via explosion damage" in general) - Frigate: negative control - shooting a room of terminals there did not reproduce it, so it isn't simply "any destructible OBJ record exploding" either Updated the D255 finding with a static lead for the next session (the objFree destroy path never explicitly nulls ObjectRecord.model, so the NULL likely comes from a freed-slot-reuse or list-modify-during-iterate race rather than a direct field write - untested, needs a live Deck capture with the GE_D255 probes already in tree). Updated .github/release-notes.md's D255 bullet to match.
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@@ -143,12 +143,16 @@ Small hotfix batch from user playtest feedback on v0.2.0:
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- **Linux / Steam Deck: an intermittent SIGSEGV remains, with a reliable
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repro found this release** — Facility's computer terminals, the ones you
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activate to open a door for level progression, consistently crash the
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game on activation (D255; not Deck-hardware-specific, seen on Linux
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generally). Combat-related crashes reported earlier on Bunker/Frigate may
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be the same underlying bug (an object record whose model reference goes
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NULL while the record is still active for one more tick) via a different
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trigger. We're tracking down the exact cause using the terminal repro;
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please report any other Deck/Linux-specific faults.
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game when destroyed (D255; not Deck-hardware-specific, seen on Linux
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generally). Confirmed on real Steam Deck hardware across multiple levels:
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every terminal on Facility, terminals near the radio objective on
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Caverns, and a similar crash on Archives when a guard's grenade
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detonates — all point at the same underlying bug (an object record whose
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model reference goes NULL while the record is still active for one more
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tick), triggered by an object exploding/being destroyed rather than by
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simple interaction. Not (yet) reproduced by shooting a room of terminals
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on Frigate, so the trigger isn't purely "destroy any terminal" — still
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under investigation. Please report any other Deck/Linux-specific faults.
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- **Steam Deck / gamepad: the right analog stick currently navigates the
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main menu, file select, and mission-select map** — not the left stick.
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This matches the N64 default but is unintuitive on a modern controller;
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