Audit cache.cs to verify that everything we want to clear each frame is cleared each frame using InvalidateCache()

Cleanup the various DateTime stamps we use (eliminating the now unused _lastAction timestamp)
general cleanup...
rename variables here to be consistent
compile fix
remove unneeded variable, cleanup comment, fix formatting of a log message
Only continue shooting the same target you were assigned before IF the target is the correct size: Drones want to shoot frigates, PrimaryWeapons want to shoot BS and BCs, if they are shooting wrong sized targets they will try to find right sized targets...
Add groupID of the NPC to the Debug Logging
Formatting and Whitespace
formatting
Add a (bad?) hack so that questor knows that Spider Drones should be considered frigates
Adjust all the reasons we choose targets to be picky about the size target they are choosing... if we are shooting a wrong sized target it will have to be chosen as the only target left (between spawns?) or the only target in range
fix exceptions... we cant return null, even in station.
How the hell are we getting "Unlocking Target [*Random Celestial Here*]" when they are waaaaaay off grid. I don't see what is attempting to target them, but Ill further limit the range in a few places and add some logging to EntityCache when trying to target.
If you read 0 items in the Item hangar retry (over and over and over, as we have no counter in there atm)
odd DirectEVE bug workaround
Only retry to list the ItemHangar 5 x then give up
2nd pass at making this behave... without really knowing wtf is calling unlock target unnecessarily (it isnt locked in the first place ffs)
verify that the entity is locked before trying to unlock it.
very annoying unlocking issue....
Amazingly annoying unlocking issue.
again...