Easy mate game crashes fixed
-Found out that in the early termination conditions on the pvSearch for checkmates I was not adding the checkmate moves to the localPV, so when the engine returned from recursion it was adding the wrong move to the masterPV, so then pieces were moving twice in a row and other weird bugs were happening.  It's fixed now though.
-Small refactoring fixes to return from validation methods as soon as we can tell it's not valid, instead of finishing and checking all possible moves.

Still getting out of memory issues pretty early in the game on depth 5.  Null move searches are disabled until that bug is squashed.