Merge pull request #162 from grdk/experimental

This merged in grdk's changes to storyline.cs and adds quite a few more storyline courier missions. If you wish to not run some of these you should use the blacklist settings to do so. 
remove

(Cache.Instance.DirectEve.ActiveShip.GivenName.ToLower() != null && !string.IsNullOrEmpty(Settings.Instance.TransportShipName) && Cache.Instance.DirectEve.ActiveShip.GivenName.ToLower() != Settings.Instance.TransportShipName.ToLower()) &&
                    (Cache.Instance.DirectEve.ActiveShip.GivenName.ToLower() != null && !string.IsNullOrEmpty(Settings.Instance.SalvageShipName)   && Cache.Instance.DirectEve.ActiveShip.GivenName.ToLower() != Settings.Instance.SalvageShipName.ToLower()) &&

as they were causing exceptions occasionally, likely because of the ToLower()...

added freighters to the list of groupIDs we ignore drone stats for...
whitespace and logging changes
Resolve freight container as LootHangar issues

re-merge changes to the corp hangar routines from bbday
remove PutItem Action it is no longer needed now that we have DropItem working
Actively pull drones if we aren't scrambled and one of the "other" modules enters a state where we will be traveling soon
catch directeve exceptions (if any)
Disable the setting of the damagetype to the damagetype of the ammo you have in your cargo if we do not have enough ammo in the cargo to reload what you currently have in your guns... (which happens frequently after undocking to a fresh mission because we cant unload the old ammo out of your guns).

While this feature was 'nice' it opened a can of worms when we found a certain ammo type in your cargo (Antimatter L) which the user had defined as both EM, thermal and potentially other damage types) in this case we picked the '1st' damagetype which in a lot of cases was EM, what we didnt take into consideration was any 2nd or 3rd ammo in your cargo... or what the damagetype said for the 1st pocket of the mission (which we haven't loaded yet at this point).... BIIIIIIG ball of wax. Eventually it would be nice to work out these issues but for now it is easier to just not reload until we get into the mission =/
Cleanup UI
If you add <missionWarpAtDistance>70</missionWarpAtDistance>

to the root of the mission XML (same as missionammo, weapongroupid, usedrones, killsentries, etc)
when warping into a mission for the 2nd time it'll use that distance to warpto... (the 1st time eve ignores your attempt to warp at distance)
Adjust logging to describe the situation better... the mission being is lowsec is not the only reason to not run the mission.
If questor ends up in a state that is impossible to reach from space put the combatmissionbehavior in a state that is more correct for where the ship is located
Changes salvage.cs to not turn off the tractor beam until the wreck is looted, this will slow down salvaging a bit for the noctis but will speed up salvaging for any savaging that was done while moving because we will have to re-tractor wrecks/containers less often.
rename local var to be consistent
correct typo
If unable to load Settings.Instance.Path + "\\InvTypes.xml"

let the user know what path and file was tried
Include the mission specific (instead of pocket specific) commands in the example...
update Mission example usage XML to include some descriptions
Cache.GetBestTarget should make sure that we are ignoring targets that are on the ignore list, even if they are priority targets!

this does not effect killing warp scramblers, that behavior has not changed, but any other priority target will be ignored if it is in the ignore list (because it was added by the ignore action)

if you choose to ignore a target you had better be damn sure you want to ignore it.
When we are full we should return to base.