fix TreeSharp compile error
TreeSharp updates
Add TreeTest app
Added DLL injector source code
Added domain manager.

Updated the solution file.
Convert TestTest to be an example of using DirectEve without InnerSpace.  WIP
Fixed standalone injector example.
Added command line injector example.
do not close the dronebay until we are done with arm
Fix GotoBase exceptions... it turns out we DO need to instantiate Traveler in CombatMissionsBehavior (ffs!)
Fix some logging spam and iterate on CombatMissionCtrl
only add the target to the dronePriorityTargetlist if it is not already on the list...

make sure we are processing targets in the order: IsWarpScramblingMe, IsTrackingDisruptingMe, IsJammingMe, IsWebbingMe, IsNeutralizingMe, IsSensorDampeningMe
Process the EwarEffects (updates data for the UI) earlier
Do not attempt to cache the _approaching data here. DirectEVE should be caching it for us. This should eliminate some problems with re-approaching unnecessarily.
Merge branch 'BleedingEdge' into experimental
Iteration... adds more delays after switching ships before continuing

adds a delay after opening the ship hangar before continuing
changes the exception logging to include more information
fixed some more bugs.  added a warp behavior
Adds 2 new CombatMissionBehavior States,

PrepareStorylineSwitchAgents: if youhave multiple agents defined it makes sure you are using agent1 as home (your transportship, etc will be there, and we have a consistent place to leave your combatship incase of disconnects, etc)
PrepareStorylineGotobase: travels to the first agent (if needed) before starting the storyline process.
missing bits from the previous commit.
fix frigate xml attributes, they were malformed (and likely the reason it was commented out oh so long ago)
Merge branch 'experimental' into BleedingEdge