[pull] master from beyond-all-reason:master - #177
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Fixes captured ruins buildings being impossible to upgrade due to our lock-and-key yardmap hack requiring both the upgraded and upgradee buildings to snap together. Spawned ruins are all buildings so now are snapped to a grid based on their size. Odd-sized buildings (like 5x5 geos) use the odd grid (8-elmo offset) in snap. Even sided buildings (like mex) use the even grid (0 elmo offset).
### Work done The engine's `UnitIdle` fires only when a command queue drains through `FinishCommand` or an explicit Stop, so it misses many of the ways a unit can run out of work and never fires for any unit that never had a command. This adds `UnitIdlePost`, a custom callin that reads the unit's queue directly and once post-frame, reporting only those whose idle state actually changed. The "idle tasks" a unit gives itself are not "work tasks", so units with only those tasks in their command queue count as idle. The new callin is only in synced code. The new idle module, unit_idle_states, is in the shared modules folder so can be used in widgets later. The synthetic callins code gets a new per-frame view, the transition view, which only fires when states change rather than acting like a plain mark, so would ignore A->B->A for example.
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