A stability release from a code audit for object-lifetime bugs of the kind that crashed the Red Rocket terminal in 0.7.0 and 0.7.1 (see docs/AUDIT-LIFETIME.md).
Stand-ins and mirrored NPCs are always looked up by form ID, never by a pointer the game may have reused; a friend's face copy survives save loads; deletes waiting for a safe moment are forgotten on load.
Stray grenade projectiles are removed after the engine's reference walk and only once loaded.
Positions and explosion coordinates from other players must be finite and inside the world.
Door and lock state is never read on actors; the ragdoll push on shared kills goes the right way; loose mods are not loot.
Workshop event sinks no longer read the copy list while the game thread edits it; the explosion watch time is atomic.
Face data for a friend's stand-in comes from the engine's heap, as the engine frees it.
A friend's replayed melee swings do no damage of their own (the real damage arrives through the session).