- Fixed issue where raycasting with more complex collision groups was not working as expected
- Added new feature to collision group raycasting, directly provide a `collisionMask` that you want to search for. Theoretically this is less confusing
```typescript
const playerGroup = ex.CollisionGroupManager.create('playerGroup');
const notPlayersMask = ~playersGroup.category;
const hits = engine.currentScene.physics.rayCast(
new ex.Ray(player.pos, playerDir),
{
maxDistance: playerSightDistance,
// Search for all categories that match the mask
collisionMask: notPlayers,
searchAllColliders: false
});
```