OsirisWhich brings up another question: If you have tracers enabled, do the tracers ever actually appear before you crash, or do you never see any tracers?
Based on my tests, having tracers enabled prevents the bug from occuring, or at least makes it much more unlikely compared to hiding them.
I don't know if the crashing is related to the bug -- I assumed the crashes were from stopping the demo recording too quickly or something.
What you've said about "LinkedList overflow (exhausted index range)" message indicates, to me, several things:
1) They are storing references to sprites to draw in a linked list (a structure in memory which is, essentially, a list of things from which you can add/remove to/from the list at any point) -- I assume reason to use this structure would be to provide the capability of removing arbitrary sprites from memory as they are removed from the world (for instance, by colliding with a wall).
2) This list has an arbitrarily-limited capacity, as defined by the "index range", probably for memory usage or other performance reasons.
3) Sprites are not being removed from this list at an appropriate rate, causing it to fill up.
I know that using weird values for viewmodel_fov can cause tracers to appear in strange locations or move at weird angles. If this console message is, in fact, indicative of the problem, rather than occuring coincidentally, or being independently caused by the same issue that causes the disappearance bug, then perhaps the tracers are not being properly placed in the world when extreme FOV values are used, and are thus not colliding with walls and such and being removed in a timely manner? I'd assume this would have always been the case, but maybe they increased some kind of timeout or max range value, causing tracer sprites to pile up when they previously did not?
I don't see why this would make viewmodel_fov 360 trigger the bug upon the first shot while viewmodel_fov 0.001 requires multiple though, unless it's just some subtle variance in the angles some of them fly off at.
Does anyone get this problem using viewmodels, or using normal FOV values when they're disabled, or using viewmodel_fov 0?