When using the physics based bouncing ball movement on an active object, it will always collide with the bounding box of other active objects, it will basically ignore the "fine collision" setting for any objects it collides with.
I though it was a bug but then I figured this might actually just be a result of the way physics work?
It's too bad since it makes it really hard to integrate physics objects into a game with regular objects. For instance, the physics based bouncing ball can't move through an open door, even when there's nothing in the way.
It would be great if the physics movements could let us recalculate the collision mask during runtime, so once the door is opened, I could "refit" the collision mask of the door to its open state or something.. Or is there any other way around this?