[TS] fix Prerequisites and typos

changed the Prereqs

aircraft changes

vehicle changes

Infantry changes

removed forgotten (who has added this crap)
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.
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.
Moved two more Orders from RA to Common
bring back CSV damage per second export
Merge pull request #6723 from penev92/bleed

Moved two more Orders from RA to Common
Don’t regenerate the lua player bindings each query.
Merge pull request #6698 from RoosterDragon/memory-savings

Small memory savings
Merge pull request #6736 from pchote/fix-player-binding

Don’t regenerate the Lua player bindings each query.
Add smudges to TS weapons
Fix Laser Turret and Nod SAM Site selection bounds
tidy cnc mod dll
Fix path for Small font.
Create a separate FrameCache for caching sprite frames.

We split the caching SpriteLoader into a SpriteCache and FrameCache. SpriteLoader instead becomes a holder for static loading methods.

Only a few classes loaded sprite frames, and they all use it with a transient cache. By moving this method into a new class, we can lose the now redundant frame cache, saving on memory significantly since the frame data array can be reclaimed by the GC. This saves ~58 MiB on frames and ~4 MiB on the caching dictionary in simple tests.
Merge pull request #6744 from pchote/font-fix

Fix path for Small font.
Add myself to AUTHORS
Merge pull request #6761 from steelphase-forks/bleed-Authors

Add SteelPhase to AUTHORS
Merge pull request #6534 from Mailaender/dps-table-utility

Brought back damage per second export again