I've decided to chime in and check something related to this bug: Naut Q hooking people through thin walls.
I previously just concluded it was 'lollipopping', but now you motivated to do my own testing really quick to distance myself from relying on the popular scapegoat being the right one:
2 clips to make clear which interaction I'm talking about: Example clip 1 | Example clip 2
So why does the dummy get hooked instead of the script detecting collision with the wall first? It couldn't be that the dummy just gets hit by the to-edge detection before the wall is reached by the projectile, since the wall is a minimum 100u wide in this place and dummy hitbox is 65, or 80 if I misremembered. My guess would be that the projectile is checking which hit(s) it should have done only after every full frame, prioritising champions/units before walls, disregarding any chronological order that it would have hit in (because it first does a check for closest unit, then the special wall check I'd assume, if this was the right clue). Especially when Naut Q travels 2000/30= 67 units per frame, this seems plausible.
Is this guess correct or where did I go wrong?
Edit: And just instantly after posting this I got a hint that apparently Naut Q only detects terrain after travelling the first 50 units into it, then hooks it. Which would mean that yeah, Naut Q can hit units with >50 hitbox radius if they hook the wall like that, with it just being an interaction that may or may not be intended, but definitely not framerate related spaghetti of any kind.
Edit2: And the same person that told me about the minimum wall penetration distance just clipped themselves hitting a dummy across a 4 cells wide wall. Now I'm confused again...
Additional note: Thank you for doing something to hopefully soon have the adequate clarity in the ability!