fix for issue #740 - #906
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This PR changes the semantics of KinematicRagdollControl, particularly for addBoneName(). During and after scanSpatial(), instead of treating an empty bone list as a special case, the bone list now contains precisely the bones that are linked to physics objects. This enables the fix, as follows:
If the bone list is empty at the time the control is added to a spatial, all bones are added to the list. Before invoking scanSpatial(), however, any listed bones without vertices are filtered out. This prevents generation of empty hull shapes, saving native Bullet from choking when it tries to step the simulation.