1. So in LadderAnywhere I use RayCast to find what item the player is pointing and I place a ladder on it.

    Thing is, I have a blacklist of items to allow admins to control on what ladders can be placed. For instance, I prevent them from being placed on floor tiles as this allows players to just put ladders on skirts built to prevent ladders.. Makes no sense that they would hang on that 2" edge anyway.

    The problem is that now that we have collider batching, the gameobject I'm hitting with raycast is a MeshColliderBatch.. and I have no clue what to do with this.

    Any help would be appreciated on this one. You can look at the LadderAnywhere code here:
    LadderAnywhere for Rust Experimental | Oxide
     
  2. i fixed that in a lot of my plugins
    Remover Tool, Prod, etc just look in it ;)
    basically now with the RaycastHit
    to get the entity just do:
    BaseEntity ent = rayhit.GetEntity();