Fixed discrepancy between client/server interaction caused by server rigidbody making the vision raycast result return the rigidbody GameObject entity instead of the collider's one. Getting entity from the hit collider instead of the hit transform. This change is probably OK, but could potentially break something if anything relies on the base rigidbody object being returned on the server.
Created entities for all vehicle modules, and set up models and colliders for them. Client colliders are (usually) a single mesh; server colliders are a convex mesh where possible or else are compound primitive colliders.