destroy missiles leaving the map

fixes #5582
StyleCop
allow to lay single mines similiar to the original

closes #5467
Add /crash dev command

Throws an exception and crashes the game. Useful to test the
shutdown sequence.
add a new Lint check for map players
StyleCop
fix remaining errors spotted by new player lint check
Tackle the last of the low hanging fruit for memory allocations in the main game loop.

- Avoid calling string.Split twice in SprintFont.Measure.
- Change ActorsInBox method of ActorMap and ScreenMap to avoid allocating and intermediate list. As a bonus this allows the sequence to be lazily consumed. Also avoid LINQ in these methods.
- In FrozenUnderFog.TickRender, the method exits early if no players are visible so the attempt at lazy generation was not needed.
- Unwrap a LINQ Any call in ClassicProductionQueue.Tick.
- Merge some successive Where calls in ProximityCapturable into single predicates.
Trike's weaknesses.
Engineer's description changes.
Merge pull request #5722 from MustaphaTR/bleed

Some description changes
Merge pull request #5697 from Mailaender/classic-minelay

Added a classic minelay order
Merge pull request #5701 from pavlos256/dev-crash

Add /crash dev command
Merge pull request #5687 from Mailaender/missile-out-of-map

Added a check for IsInMap(cell) to missiles.
Light Unit Support for D2K.
Merge pull request #5732 from MustaphaTR/bleed

Closes #5726
Heavy Support + Ordos Raider for light
Update AUTHORS
Move try-catch during creation of sequences into the function rather than around the lazy initialization.

This fixes an issue with VS breaking on the exception because it thinks it will go unhandled, even though it will be handled.
Merge pull request #5733 from MustaphaTR/bleed

Heavy Support + Ordos Raider for light