move testMobile,needPath,peCall & synced function arguments to CPathFinderDef
GroundBlocking: don't align immobile objects to even squares
PE: fix bug where buildings weren't registered as blocking, cause they were not snapped to ground when the PE update was called
this was causing each 20-30th building not blocking for the PE!
so a wall of buildings had incorrect holes and units tried to path truth them -> fail
minor in DefaultPathDrawer
PE: vaporize update cpuload
(by using medres PE for lowres PE calculations)
reduce load in Collisions handling