The ray sensor detects a collision on the FIRST face it sees in front of it. It has always been this way. Now, it shouldn’t be reporting TRUE if the thing it sees doesn’t match your property, but it wont be able to see anything past that either.
OK. That makes sense.
It’s reporting a hit exactly at the RaySenoor location, even though there’s no face at tha location to collide with. It’s just inside a bounding sphere. So it looks like there are volumetric collisions for bounding spheres. Which makes sense. Bounding sphere collision detection is usually volumetric, since that’s easy to do.
If you look at the code for KX_RaySensor.cpp in the latest CVS revision, it’s trying to ignore objects that don’t have the right property. It will keep looing aoong the direction of search if it gets a false hit on 1) the same object that has the ray sensor, or 2) an object with a type > ACTOR, whatever that means. I don’t see how you can get a hit return from that code on something with the wrong property. It seems to be happening, though.
I’d also suggest taking a good look at the fix to bug 1126 in revision 1.5 while thinking about the implications of volumetric collisions.
(Exactly what does the current collision engine understand, anyway? I know you have Gino’s SOLID in there, and I understand what that does, but I’m not clear on how Blender maps its primitives to SOLID primitives.)