added a new d2k title font

from http://www.d2kplus.com/font.php
by http://forum.dune2k.com/user/2251-d2k-sardaukar/
Increase the health of OILB to 1000 and the amount of cash its CashTrickler brings in to 100
try pulling OpenAL and SDL Windows libraries from mirrors
added in-game SHP viewer with frame slider
added the game asset viewer to d2k mod
remove duplicate ra-desert bridge tiles
added .mix file support for game asset browser
added button to extract the selected SHP and convert it to PNG
add a dump everything to PNG options for @xanax
fix Makefile

OpenRA.Mods.RA.dll now depends on the Utility.exe
added MinimumThumbSize to ScrollPanelWidget

closes #2865
game asset browser UI polishing

- display file extension
- show total frame count
- dark background for preview
wire up the import from PNG to SHP button

store everything in user directory to not junk up the game
and for file permissions on Mac/Linux when installed
adapt asset browser for R8 files
Adjusting infantry run animations to speed

I noticed that by default the run and prone-run animations are way too fast for the infantry movement speed. I used Tick values to fix this, taking into account individual speed. I used Tick: 80 for Speed: 5, 100 for speed 4 and 120 for speed 3. Some fine-tuning may be needed, but it already looks much better than before.
Merge pull request #3291 from reaperrr/patch-2

Adjusting infantry run animations to speed
Add unit guarding
adds artillery_explosion

Technically unnecessary, but using self_destruct on regular weapons in weapons.yaml might be a little confusing for modders. artillery_explosion is a more straight-forward label for art-exp1.
sound and explosion changes

Explosion sounds have been noticeably absent from the RA mod, artillery weapons only used the weak kaboom12, most other weapons had no ImpactSound at all, making even larger battles sound 'empty'.

Now, explosive artillery weapons (155m, 8Inch, SubMissile) use art-exp1 as animation and kaboom22 as impact sound. Furthermore, most cannons and rockets now use kaboom12 as ImpactSound. In one or two cases kaboom15 is used instead. Furthermore, for consistency Trail: smokey was disabled on Dragon and ChronoTusk.
Merge pull request #3281 from Mailaender/sdl-openal-mirrors

Added OpenAL and SDL Windows dependency DLLs to mirrors