Initializes the physics mesh of the entity with a convex mesh defined by a table of points. The resulting mesh is the of all the input points. If successful, the previous physics object will be removed.
This is the standard way of creating moving physics objects with a custom convex shape. For more complex, concave shapes, see Entity:PhysicsInitMultiConvex.
You can use the following workaround for movement, though clientside collisions will still be broken.
Issue Tracker: 5060
Creates a "box" physics mesh for the entity.