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
Implemented IEquatable<T> to speed up equality comparisons.

Actor, CPos, CVec, WAngle, WPos, WRange, WRot and WVec structs now implement IEquatable<T> which means unboxing/casting costs can be eliminated.

Also simplified the ToString method by concatenating components directly rather than using a format string since the overhead is a bit high for simple cases like this.
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.
Added MinBy, MaxBy, MinByOrDefault and MaxByOrDefault methods and replaced calls of the style OrderBy[Descending]().First[OrDefault]() which is not as performant.
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)
Also implemented on the Bits<T> struct.