Tested and fixed Object-Wall collision

- Added a TODO to figure out stuff
- Objects now have a direction vector based on the last direction they
walked into.
- Removed unneeded headers from CollisionHandler.
- Added an isWalkable function to the map and the AIMesh
- AIMesh has a TranslateToTextureCoordinate. Don't use this, for real,
this is for my debug purposes. The translation is done by the system for
you.
Improved collision by not colliding with dead units
Made pathfinding threadsafe

- Added option to disable optimisation, and disabled it by default.
Reason: There's functionality that instead of news and deletes fetches
empty PathNodes from a table. This uses more memory but doubles the
pathfinding speed. Problem is that I need to add critical sections on
these probably. Also, we will have to increase the table size, it allows
for 2<<15 objects, but if there are >200 minions, it will probably try
to fetch outside of the table. if they all make paths.
- Moved Pathfinding variables into Path class which is now the new
return of the getPath.
- Added error to pathreturn. (Reason why path wasn't created or zero)
Get collision radius from inibin.
Activate collisionHandler
Merge branch 'collision'
Fixed some warnings.

Conflicts:
	gamed/include/Object.h
	gamed/src/Champion.cpp
	gamed/src/Object.cpp