added RALint check for missing sequence definitions

closes #2283
add missing d2k sequences

- removed some hidden ra fallbacks
- added waypoint/spawn for editor
update the d2k missing content files readme text
Merge pull request #3088 from psydev/bleed

C&C balancing
add an extra tab to make docs output

to fix the indentions with non-GitHub-flavored Markdown
don't try discover routers by default and expose settings to GUI

- added verbose NAT discovery checkbox to Debug settings
- removed useless longTickThreshold slider for additional space
Merge pull request #3097 from Mailaender/disable-mono-nat

Don't try discover routers by default and expose setting to GUI
Merge pull request #3096 from Mailaender/make-docs

Fixes Documentation.html indentions
separate UPnP from Game/Server into it's own class
A Drop Zone map for C&C
tanks get increased spread, 3 -> 6

Tanks get chewed up pretty good by bazookas, and dont do much damage to infantry. This will help a bit to hurt infantry that are clumped up in the same cell.
Add `Required` slot checking in lobby logic. Set up needed player slots as Required for missions
display ping when player joins lobby, closes #2124
adjust order latency dynamically by client ping, closes #2990
set dynamic order lag when client with highest latency leaves

hide Ping again from the players, write it to server.log instead
just make everything silently work to not discriminate clients
Merge pull request #3093 from Mailaender/ralint-sequences

Added RALint check for missing sequence definitions and fixed them in d2k mod
Merge pull request #3103 from ScottNZ/missions

Add `Required` slot checking in lobby logic. Set up needed player slots as Required for missions
1 net tick is 120 ms and good order latency should be 2-3

color code names in lobby accordingly
increase turret strenght vs. vehicles a bit

gun tower should dispatch light vehicles as fast as the heavy.
turret got little buff vs. tanks since it's much weaker than gun.
tanks get buff vs. light armor

Tanks are a little under-performing vs vehicles. They should be able to dish out damage closer to as fast as light vehicles do to each other.