If an NPC is being aimed at and would normally retire (disappear/unspawn) they will no longer retire at that point.
There was a bug in the ammo creation rig where if a player would have crit failed, we attempt to let the staff know the player almost blew up their rig, but we had a bug in the GM notification code which was being caught at a lower level, that was causing a TB. Using the rig again would usually work fine because you probably won't crit fail twice in a row if you are moderately skilled, so it was hard to track down, but we are good now.
There was a bug where the code, upon failing because someone left the room while clearing chunks (say, by entering their vehicle) was not properly releasing the object from being cleared, meaning no one else could clear it.
This was exasperated by one of the final 'clearing' messages saying the clearing was done, even though the 'clear msg' that happens at the end was the one that should have indicated this, so my guess is people saw the clearing message saying they were done and got back in their cars leaving the object uncleared and in a broken state.
I've fixed both issues.
A bug was causing armor that was in decent condition to show up as destroyed due to calculating the state based on all the values in the armor_quality property, which contains entries for every hit location (leye, reye, face, etc) even if the armor didn't cover those areas. I've restricted it to only calculating the armor state based on the locations that are covered by the armor.
If you inspect armor it will likely be in better condition than it was previously.