GroupID ownership of entities for collision and network relevancy filtering

Possibility to specify a groupid integer for entities (or even teamid or whatever).
Entities then can specify to collide only within the same team or with all teams, but its own
Same with network replication to make an entity relevan only for a specific team or for all but that specific team.

GroupIDs could be at least 32 or 64 to be used as bitflags for a more fine grained control.
those collision and relevancy bitflags could be specifiedwith a specific ui.

Possibility to change group and rules at runtime.
Script event on remote group change(entity could become also not relevant anymore for the client receiving the event so the game may decide what to do)