quickAabbReject
Coarse pre-filter: returns true if the AABB overlaps the OBB's enclosing world-aligned bounding box. Cheap; meant as a quick reject before a full intersectsAABB call. "true" means "might collide, check further"; "false" means "definitely no collision".
The enclosing world AABB half-extent along world axis i is |xAxis_i|*hx + |yAxis_i|*hy + |zAxis_i|*hz — i.e. the OBB's local half-extents projected onto the world axis. Using the raw local halfExtents here (the previous behavior) undersized the bound for any rotated OBB and silently rejected valid hits along the rotated model's "fattest" world-axis profile — the source of arrows passing through visibly-correct hitboxes on yawed mobs.