add Tiberian Sun refinery
add Tiberium to Tiberian Sun
remappable resource types
Slight buff HeliGun vs. light

Apache, for all its greatness, doesn't do very well at one of the things it's supposed to do well, namely take out light vehicles quickly (humvee, artillery, MLRS, etc.). Apache is required for Nod as a reliable way to take out MLRS, but currently it doesn't do enough damage to take it out with its entire payload (which takes 4 seconds to unload, to boot). A single Apache should be able to destroy an MLRS, if it gets the chance.

If anyone thinks the Apache needs nerfing, I would suggest looking in other areas besides its damage vs. light armor. 

Also, does anyone object to removing the AG/AA distinctions for helicopters? They don't seem needed anymore.
fixing some trees

A couple of trees have a footprint that is too big. It looks like you should be able to drive by them, but you can't. They have been set overly-large.
fixing tree cluster

This tree cluster looks like it should be passable through in this cell. Looks fine in testing, even though looked like it might be wrong in map editor.
closes #3091 Have Helis take off after repair/rearm
Merge pull request #5258 from psydev/patch-4

fixing some trees
Merge pull request #5250 from JordanGlue/bleed

Have Helis take off after repair/rearm
Update Command.cs

WRange is actually a 1D world distance with 1024 units = 1 cell.
Fixing Helis taking off after rearmed but before repaired
Merge pull request #5259 from JordanGlue/bleed

Fixing Helis taking off after rearmed but before repaired
Merge pull request #5155 from Mailaender/ts-tiberium

Added Tiberium crystals and refinery to Tiberian Sun
Merge pull request #5254 from psydev/patch-3

buff HeliGun vs. light armor 50% -> 75%
Convert ActorReference field to Lazy

Makes LoadMaps 40% faster
Better caching for Rules and Sequences

Refactored the Rules and SequenceProvider classes to be parts of ModData and
maintain a cache of the instances used in the mod.

The caching reduced the load times a lot, especially after the first load.
Some lazy loading in sequences also helped lower the startup time..

Note: The static classes were left behind to redirect the existing code's
calls.
Add dummy "perf" log channel to Utility
Fix caching by making the tileset part of the key
Less aggressive rules caching

ActorInfo instances depend on the whole set of ActorInfos
Refactoring to remove static Rules & SequenceProvider