Reduce speed penalty for vehicles on certain terrain types.

The old one were a bit harsh.
Fixes two music track titles
Adds various crate effect sequences, removes levelup ra backfall.
Adds sequences for flameall, scorch and crater marks, and smoke placeholder
adds muzzle sequences for vehicles
Set Tick value for various TS infantry sequences to 80
Fixes #5394 Spawnpoint dropdown count

Fixes where the spawn point dropdown would show the same number of spawn
points as the number of players rather than the actual number of
available spawn points.
Unify settings for solution and project setups.

Create a single solution platform named x86.
Ensure both Debug and Release configs build to the root for all projects.
Ensure all Release configs generate pdbs.
Fixed TraitDictionary.Contains to use Any() rather than Count() != 0.

This means it can bail early if a match is found.
Changed removeActorPosition field in ActorMap into a set.

This is because it's purpose is to be queried via Contains when actors needed to be removed.
Adds several previously missing weapons, resets Versus values to original TS values

Fixes flameall.shp to cover 8 directions instead of only 4
Fixes bounds, offsets, FireDelays and weapons for some infantry
Fixes offsets, adds muzzles and Turret ROT values for several vehicles.

Adds cloak sound to stealth tank.
Adds Scorch and Crater marks to world, adds Heavy start unit support for testing purposes
fix + replace Hegemony or Survival with 4p version
There were a few leftover minor aesthetic issues with the map which I
quickly fixed.
I decided that not many people would play the 8P version of this map, so I
made the 4P version the one included. It's actually fun.
re-add 8-player version of HoS, with "8P" title
Includes same minor aesthetic fixes as 4P version.
new map: "Profit Over People" (1vs1)
improved "Deterring Democracy". Better tib.
Changed layout of tiberium, especially blue tib.
Removed hospitals.
minor: removed "C&C" from the title of Haos Ridges
Changes to reduce allocations in the main loop.

Targeted some methods that generated allocated a lot of memory in the main game loop:
- Actor.Render - Changed LINQ calls into equivalent loops. No allocation for delegates.
- Animation.Render - Returned an array rather than a yield expression. The array uses less memory than the complier generated enumerable.
- FrozenActor and FrozenUnderFog - Materialize the footprint into an array: The enumerable is not-trivial to evaluate is and evaluated many times inside the Tick function. The memory needed is minimal. Changed LINQ into equivalent loops to prevent delegate allocation. Should result in overall much faster calls.
- Widget.GetEventBounds - Changed LINQ calls into equivalent loops.
- MobileInfo.CanEnterCell - Changed LINQ calls into equivalent loops. Don't materialize list of blocking actors every time, instead enumerate them and only when they need to be checked.
- FrozenUnderFog.TickRender - Generate the renderables lazily and also remove a no-op Select call.