[Gameplay] Gnar bugs (and a couple others)
Boomerang Throw throws the projectile from the point where Gnar started his cast time, rather than where he ends it. For example, if he uses Flash during Q then he should throw his Q from the position he Flashed to. Instead, he throws it from his position before the Flash. This also affects when he uses Q during his E, and affects Boulder Toss Flash as well.
Boulder Toss does no damage and does not collide with units if there is currently another boulder mid-flight. This only really affects practice tool, but might have implications in URF mode. I'm not sure if there is another way to reproduce this bug with normal amounts of CDR.
Mega Gnar's basic attack damage and the animation don't quite line up. There is a brief moment where the smash effect will show but the basic attack can still be cancelled without dealing damage.
Gnar's Q return indicator doesn't draw over terrain.
Gnar's emotes don't always play audio if they are started while another emote is playing. It seems to not play if the audio of the initial emote is playing. In Gnar's dance, the rattle noise plays, but his voice does not. This looks especially weird since his mouth movements do not line up with his voice.
Gnar generates Rage whenever he attacks a plant or ward. These are supposed to be considered out of combat interactions, so they should not give rage.
Gnar's passive interacts weirdly with Guardian Angel. He is always supposed to gain max health when he transforms, but he will only gain a fraction of it if he transforms during stasis. Essentially, rather than granting him the full value of the max health increase, it increases his health and then revives him with 30% of the increased max health. This effectively cheats him of 49-561 health he should be getting. Guardian Angel also removes the Tired debuff from Gnar and transforms him back into Mini Gnar if he died as Mega Gnar. It should instead retain his form and the current countdown on the Tired debuff. The main problem with this is that Mega Gnar would need his own death animation, which he really should have by now.
Normally, Flash cancels movement input if you use it in the opposite direction that you are moving in. However, if you use Flash during Gnar's Q or E, you will always continue your previous movement input. This can result in you Flashing to get away only to move right back towards the enemy. Furthermore, using Flash during Gnar's E does not allow him to bounce off of a target if he lands on them and it does not grant him the attack speed buff unless he Flashes after bouncing off of a target. The attack speed buff is granted when he lands, but it is granted for bouncing on an enemy champion and then refreshes after the second jump. These also happen with Blast Cones.
On the topic of Flash stopping movement when going in a different direction, it will pick the movement command back up if you Flash again in the initial direction of the movement command. So you input a movement command, then Flash in the opposite direction to cancel said movement command. You Flash again in the initial direction of the movement command and the movement command completes. You can also finish moving to the spot, Flash away, and then Flash again and you will go back to that same spot. Dashes do not count as movement commands, so you can dash away, then Flash towards your last right click spot and you will walk back to that point. This specific part can affect non-Practice Tool games.
Plants that have been seen before but are currently in fog of war do not have shadows. The shadows reappear as soon as they are in vision.
Statikk Shiv (and I assume RFC/Kircheis Shard) do not gain extra stacks from attacking when combined with Guinsoo's Rageblade.
Attack move click is a bit bugged. You cannot use attack move on anything but minions, turrets, or champions, except by directly clicking on the target. Using target champions only does not stop attack move click from targeting minions or towers like it should when used in conjunction with attack move. However, it does stop you from at all targeting other things like plants and jungle monsters, even when you directly click on them. You also automatically target champions that are outside of your basic attack range, even if you click in the opposite direction. It should only move towards the enemy to get into auto range if you click towards the enemy.