This is not an oxide bug per se, but it is something that has changed with the new FP update and it influences the usability of the OnEntityVisibilityCheck hook.
I used this hook to build a remote Vending interaction plugin. This worked so far.
if (!avendingmachine.net.group.subscribers.Contains(player.net.connection))
{
avendingmachine.net.group.AddSubscriber(player.net.connection);
avendingmachine.SendNetworkUpdate(BasePlayer.NetworkQueue.Update);
}to basically add the vending machine back into the player network visibility (or vice versa) if the player was out of render distance.
This did somehow break with today's patch. (The player connection is now already subscribed to the machine in most cases)
Does anyone of you know how I could fix that? or in general, how to force select game objects into "net visibility" of a player connection no matter how far they are away?