Resolve M2 game object render bounds in getRenderBoundsForGuid via
M2Renderer::getInstanceBounds (world-space visual sphere) instead of
falling back to a flat 2.5m sphere floated above the origin. This
centers the pick volume on the actual model, so small GOs like
mailboxes win the nearest-hit test over the wall behind them. WMO
game objects are intentionally left on the fallback — a sphere from a
building's AABB diagonal would swallow nearby objects.
Also draw a cyan ground selection circle for GAMEOBJECT targets, which
previously showed no selection outline at all.