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This bug isn't reproducable so no, I'm not sure this will fix it. It's still a good idea to do this though. Best guess as to what happened: A light was deleted pre-round for some reason. The garbage ss del()'d the light before the lighting system's first tick, so a null got into the lighting ss's lights list. This broke the whole system directly from roundstart and caused the thousands of "can't run null.check()" runtime errors from yesterday.