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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.