Adding NASTLH to the AI
added also gatech to the AI ...
Support ini files with spaces around the ‘=‘.
Add an early TS tileset importer and temperate tileset.
Added notifications for new objectives to scripted missions

Fixes #6692
Moved DeployOrderTargeter.cs from OpenRA.Mods.RA to Common
[TS] fix Prerequisites and typos

changed the Prereqs

aircraft changes

vehicle changes

Infantry changes

removed forgotten (who has added this crap)
Merge pull request #6714 from penev92/bleed

Moved DeployOrderTargeter.cs from OpenRA.Mods.RA to Common
Change indexes into tile arrays to be stored as bytes to save memory.

The index value needs only be big enough to handle all defined terrain types. This is a low number so we can save memory by defining it as a byte. This particularly saves memory for the CustomTerrain field in the Map class, which defines a cell layer for the map using tile indexes, so we can reduce the size of that layer 4x as a result.
Don't store pre-calculated texture coords in Sprite.

By storing only the four corners, we can save the object overhead of an array and 4 float elements per sprite. This results in savings of around 5 MiB to store these coordinates.
HashSet<byte> => BitArray resourceTypeIndices

BitArray can store 256 bits in 32 bytes plus overhead (pointer & length),
which gives it better memory locality too (<= 2 locations in memory).
Also, the actual count will be much less, probably at most around a dozen.
This might not impact performance, but the AI is dumb & HashSet<byte> is
clearly inefficient.
CaptureActor as Enter subclass & fixes 6658
Demolish as Enter subclass
RepairBuilding & RepairBridge as Enter subclasses
DonateSupplies as Enter subclass
Infiltrate as Enter subclass
Removed Enter(Actor self, Actor target, Activity inside) & made Enter abstract
Restricted terrain targeting to force-move enter transports
Added bridge hut repair tracking
Changed Vertex constructors to pass more parameters as plain floats.

This avoids callers having to construct a float2 struct, only to have the Vertex constructor unwrap it into individual components again.