What version did the issue occur in?
Unkown Version/Dev Environment
Description
Ballistic weapons can fire at targets behind Barricades. When standing in some locations.
This effect is does not only apply to barricades but targets as well. Making that bullets can phase trough targets and hit things behind them without ever dealing damage to the original intended target.
This problem scales with the weapon stat: Muzzle velocity.
As higher values of this makes it more and more easy to fire trough targets.
Reproduction
- Aquire any ballistic weapon, get multiple with diffrent muzzle velocity stats
2.Setup a basic barricade wall with a target behind it. (Make barricades indestructible with god mode for easier testing)
3.Stand on the other side then your target of the barricades and shoot whilst varying the distance until you find a sweet spot to shoot through the barricade. Multiple different ranges have sweet spots. Especial with higher muzzle velocity the sweet spots can get quiet big.

Additional Context
My suspicion is on collision checks only being made after every few steps of travel. Instead of checking if something should have collided behind its path as well.
From last position to new position. Should something have collided, and catching the bullet instead of travelling further.
What version did the issue occur in?
Unkown Version/Dev Environment
Description
Ballistic weapons can fire at targets behind Barricades. When standing in some locations.
This effect is does not only apply to barricades but targets as well. Making that bullets can phase trough targets and hit things behind them without ever dealing damage to the original intended target.
This problem scales with the weapon stat: Muzzle velocity.
As higher values of this makes it more and more easy to fire trough targets.
Reproduction
2.Setup a basic barricade wall with a target behind it. (Make barricades indestructible with god mode for easier testing)

3.Stand on the other side then your target of the barricades and shoot whilst varying the distance until you find a sweet spot to shoot through the barricade. Multiple different ranges have sweet spots. Especial with higher muzzle velocity the sweet spots can get quiet big.
Additional Context
My suspicion is on collision checks only being made after every few steps of travel. Instead of checking if something should have collided behind its path as well.
From last position to new position. Should something have collided, and catching the bullet instead of travelling further.