Make Shift+<Hotkey> queue five units/buildings. Fixes #5544.
remove tank paradrop icon
Merge pull request #5757 from pchote/tsshroud

Use TS shroud sprites.
Remove redundant FindActorsInBox helpers.
Add World parameter to Target.FromOrder.
Add World parameter to Target.FromCell.
Add World parameter to Util.BetweenCells.
Replace CPos.CenterPosition -> Map.CenterOfCell.
Remove WVec.ToCVec.
Replace WPos.ToCPos -> Map.CellContaining.
Remove conversions between legacy and world types.
Remove CVec -> WVec conversion.
Update ShroudRenderer.cs

fix typo
Cache tileset lookup in map so GetTerrainIndex and GetTerrainInfo need not repeat it every time.

The lookup accounts for ~50-60% of the time spent in GetTerrainIndex and GetTerrainInfo, and these methods themselves can account for up to 1.3% of total CPU used so this is a small but measurable win.
Fix fallout from tech-capture changes
Merge pull request #5763 from obrakmann/build-shift+keypress

Make Shift+<Hotkey> queue five units/buildings. Fixes #5544.
Merge pull request #5762 from obrakmann/fix-tech-capture-fallout

Fix fallout from tech-capture changes
Merge pull request #5751 from RoosterDragon/map-cache-tileset

Cache tileset lookup in Map
Changes ISpriteSource.Frames to be of type IReadOnlyList<ISpriteFrame>.

- Updated implementations to return a ReadOnlyList around an array (to reduce wasted memory from exposing lists or lazy enumerators around lists).
- Protect non-public ISpriteFrame classes by making them inner classes to prevent casting.
- Added an AsReadOnly extension method for lists.
Changed HardwarePalette.ApplyModifiers to be more efficient.

- Add separate ImmutablePalette and MutablePalette classes since the distinction is extremely important to HardwarePalette.
- Keep a cache of palettes in HardwarePalette to avoid reallocation them every time ApplyModifiers is called.
- Palettes that are not allowed to be modified are copied to the buffer once when added, rather than every time ApplyModifiers is called.
- The AdjustPalette method now takes a read-only dictionary to prevent the dictionary being messed with.
- Added a constant for the palette size to remove its usage as a magic number in several areas.
- The ColorPreviewManagerWidget is annoying in that it needs to actually permanently update a palette after it has been added. To allow this, HardwarePalette now allows a palette to be replaced after initialization. The WorldRenderer therefore now also updates the PaletteReference it created earlier with the new palette to prevent stale data being used elsewhere.