Recently, my place has been exploited frequently and I am not sure how it begins, but there is speculation around the moderation and development community of said group that people are removing the meshes from their hats and dropping them.
I’m not too sure how it works or if this is informative, but all I know is that someone is able to spam a load of parts. The place is FilteringEnabled and hat dropping keys are removed so I don’t exactly know how this happens. When this exploit happens, the server either lags or crashes.
I’ve tried fixing this exploit through various different fashions to no success, nor have I been able to see how to make it work. The closest thing in this game to hat dropping is reinstating the “=” key to remove a specific hat after its touched/worn, but it calls destroy on the hat so it can’t be parenting it to the workspace.
I saw this happen on a game that I had developer console access to. The parts were somehow inside of Terrain on a FilteringEnabled game. I’m pretty sure I managed to fix it by removing anything that gets added as a child to Terrain.
workspace.Terrain.ChildAdded:connect(function(obj)
wait()
if obj then
obj:Destroy()
end
end)
This is what I was getting. I ran a really crude script that just printed whatever part I touched while I was in my game (It’s a terrain based game so I could omit printing if I was on my terrain) and I found that these parts were children of the terrain.
A partial patch for this specific issue will be released next week. Anyone relying on locally parenting hats should update this to be done on the server. The patch is partial as we do need to support “hat dropping” for the moment.