Change of logic in the way ray queries on embodied entities are calculated. Now, instead of using the positional indices and perform per-object checks, the query is completely left to the physics engine. In other words, the method to check for rays intersections is now in the CPhysicsEngine interface instead of the CPhysicsModel one. This results in faster performance for those physics libraries that offer fast ray queries over the entire simulated world, such as Bullet and NVIDIA PhysX.

Implemented the new system everywhere.