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Projectiles collisions

This is an evolution of akortunov's PR to make it works with async physics. It solves issue #3372 (closed)

The general idea is that projectile collision is also handled as part of the movement solver in addition to the ProjectileManager (as currently). That means that even if the castRay logic miss the hit, the more precise MovementSolver will get it.

Edited by Frederic Chardon

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