🐞 Possible Bugs

GameMode/Rules/Payload/PayloadGamemode.cs
SetCTSpawn uses Count < SpawnIndex so SpawnIndex == Count passes the check then indexes CTSpawns[Count], which can occur on the last capture (Index + 1) and throws out of range.
UI/PlayerHud/Components/DamageIndicatorNew.razor
DamageTris grows without bound because entries are never removed, so each hit adds a permanent entry and the UI keeps rendering them.
UI/PlayerHud/Components/EngieOverlay.razor
The entire component is wrapped in a Razor @* *@ comment so it never renders or runs.
UI/PlayerHud/Components/Gamemode/PayloadIndicator.razor
Both background-color style strings have a trailing ')' which makes the inline CSS invalid ("background-color: rgba(20, 150 ,10, 0.8);)" and $"background-color: {ColourString};)").
UI/PlayerMenu/PlayerMenuComponent.razor
BuildHash uses Time.Now so the hash changes every call and the component is always marked changed, forcing constant rebuilds.
World/HealthPickup.cs
If Model is invalid, OnActiveChange returns before resetting TimeSinceDeativate so after setting IsAcitve false the respawn timer is not reset and the pickup reactivates immediately on the host.
World/MainMenuText.cs
PlayerStats is never used and the final TextRenderer.Text only contains PlayerWelcome, so kills/deaths are never displayed.
World/Zone.cs
UpdateColliders returns from inside the foreach when it hits a non-trigger BoxCollider, so later colliders are never processed and the component is left partially set up.