remove the setting of cache.instance.orbitdistance from CombatMissionCtrl as it is not handled elsewhere.
Change AvoidBumpingThings to gradually increase the orbit distance up to 5x normal (1 increment every 30 seconds)

Also added a global 'panic' at 15min if you are still stuck questor will relog.
Send warning to console log when you have been stuck on an object for more than 5 min.
Start adding windows that should be closed on fresh clients...
cleanup salvager, make sure you have permission to delete a bookmark, if the delete fails 3x within 30 seconds then go into questor error state rather then trying over and over.
You can now have faction specific mission XMLs all in the same folder.

The Blockade-Angel Cartel.xml
The Blockade-Blood Raiders.xml
The Blockade-Sansha Nation.xml
The Blockade-Serpentis.xml
The Blockade.xml

if you pulled an angel version of the mission it would use  The Blockade-Angel Cartel.xml, if you pull some oddball faction that we've never seen before or you don't have an xml for it'll use the generic The Blockade.xml.

THIS DOES NOT change existing behavior. All your existing xmls will continue to work. If you don't know what this does for you, ignore it. THose that know what this does, rejoice.
Add missions tab to the GUI showing blacklist and greylist info
FIX: unloadloot to be aware of how many items are in the loothangar and move items a few at a time... and stack the hangar when nearing 999 items.
note to self: save latest changes before committing...

this fixes additional issues with the unloadloot stack loothangar stuff...
FIX: QuestorGUI: don't confuse everyone by putting the greylist numbers next to a label that says blacklist and vice versa.... (wtf, oops)
Add another debug setting <debugDecline>true</debugDecline>

used to get more logging out of agentInteraction when declining (or not) missions using the various methods that we decline missions, blacklist, greylist, lowsec, etc.
FIX: crash on startup of GUI due to gui changes...

and various cleanup
FIX UI issues #2... this should resolve the last of the UI crashes.

this also adds a few new debug settings
<debugUI>true</debugUI> for very verbose logging of the UI refreshes
<debugAttachVSDebugger>true</debugAttachVSDebugger> which attaches a VS debugging instance as the UI initializes.
missing bits...
Add the missing bits for the DropItem action.

probably need to add this to the mission xml example.... Dim?
Moved "WindowTaskbar On" to a function that runs after the logging is up and running. This also allows for other commands to be run (once) at startup if needed.
Cleanup CloseQuestor state, created a function in cleanup.cs that can be reused outside of questor.cs and the state machine that it sets up.

Restarts eve when encountering a window indicating we are disconnected using End Process, rather than waiting for the GUI to do it for us because of a no frames or no session isready timer...
Change log message for "AgentWindow would not open" to be accurate, it previously said it was restarting because of a journalwindow issue which was incorrect.

Change "Cache.Instance.MissionName" to missionName as the former doesnt seem to be updated in all the right places... and probably needs to be removed (eventually). This should fix the greylist / blacklist issues.
Update settings.xml example

Add <CloseQuestorAllowRestart>true</CloseQuestorAllowRestart>
allows you to change the default if you wish to NOT restart questor for any reason... if this is false questor will simply close (and NOT restart on its own), I recommend against using this unless you have some external method for restarting questor as needed.

and <PocketObjectStatisticsLog>true</PocketObjectStatisticsLog>
this allows you to turn off the Pocket Object Statistics logs that can be used to manually tune your mission XMLs.
If you do not have room and would have tried to put things in a cargo container created by salvaging a wreck, don't do that... ccp doesn't allow us to put things in those cargo containers anymore. instead create a jetcan...

unfortunately I don't know how to differentiate between a cargo container made by salvaging and a cargo container made by us jettesoning things... if we need to jettison multiple things this is going to be a slow process as we'll need to make a jetcan for every item. (which necessitates waiting 2 min between jetcans)
!!!! There *has* to be a better way to do this. !!!
This fixes a bug though so I am pushing it out as is.