Adding NASTLH to the AI
added also gatech to the AI ...
Mods.Common R# Console

Resharper corrections.
Mods.Common Commands namespace

Added Commands Namespace.
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
remove copy local

remove copy local from project references
Moved DeployOrderTargeter.cs from OpenRA.Mods.RA to Common
Fixes a TS weapon typo and removes redundant armament recoil values
Merge pull request #6712 from steelphase-forks/bleed-copy-local

remove copy local
Merge pull request #6705 from steelphase-forks/common-resharp

Mods.Common resharpered
Merge pull request #6719 from reaperrr/ts-cleanup01

Minor TS cleanup
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