1) Unit's can pass through each other.
2) Intersecting units apply a "discomfort" to each other, and push away. This is similar to a spring-based physics simulation.
3) Moving units have higher "push" priority, causing lanes to briefly form for a unit that is barreling through a crowd.
I don't think this is what Starcraft II is using - too easy to bug out, or abuse in pro competitions. It's a high spec game, and not known for having enormous amounts of units, so I would expect a significant amount of AI pathfinding and planning routes. Navigational mesh is useless when players are plonking down buildings everywhere, often deliberately to confound the pathfinding.