Merge branch 'BleedingEdge' into experimental
Do not re-add priority targets to the primaryweapons priority target list if we cant hit em...

if you need to adjust the distance and speed at which questor decides to not shoot something you need to do that with:

<!--  BOTH distance and speed have to be met before the NPC Frigate will be removed from the PrimaryWeapons PriorityTarget List... (under the distance, over the speed) -->
  <!--  If you wish to effectively turn this off you can set the speedTargetsShouldBeIgnoredByMainWeapons to a very high number like: 9999999 -->
  <speedNPCFrigatesShouldBeIgnoredByPrimaryWeapons>200</speedNPCFrigatesShouldBeIgnoredByPrimaryWeapons>
  <distanceNPCFrigatesShouldBeIgnoredByPrimaryWeapons>10000</distanceNPCFrigatesShouldBeIgnoredByPrimaryWeapons>
Only remove frigates from the primaryweapon priority target list (drones use a diff list) that are too close and going too fast if we have turrets mounted (do not remove them for missile boats)

Only add frigates to the primaryweapon priority target list (drones use a diff list) if they are not too close and are not going too fast AND we are using turrets (always add em for missile boats)
Add NosDistance setting to the template settings config, this also adds some missing debug settings that were added.
Adds 3 new salvage/loot related settings for Cade

<!-- tractorBeamMinimumCapacitor - below this capacitor level the background salvaging behavior will not attempt to use a tractor beam: default 0% -->
  <tractorBeamMinimumCapacitor>0</tractorBeamMinimumCapacitor>
  <!-- salvagerMinimumCapacitor - below this capacitor level the background salvaging behavior will not attempt to use a salvager: default 0% -->
  <salvagerMinimumCapacitor>0</salvagerMinimumCapacitor>
  <!-- doNotDoANYSalvagingOutsideMissionActions: disabled ALL salvage related actions, tractor/salvager/wreck targeting, everything when not processing a loot or lootitem action in a mission -->
  <doNotDoANYSalvagingOutsideMissionActions>false</doNotDoANYSalvagingOutsideMissionActions>
this was missed in the last commit. this adds the flags when doing loot actions so that the new settings work... no salvaging except when doing loot actions. without this commit questor would NEVER salvage in a mission including during loot and lotitem actions, this fixes that.
Adds the ability to create a common xml, define its name in your characters individual XMLs, remove settings from the characters XML and define them (individually) in the common XML. Any settings not in the characters XML will be loaded from the common XML if available. Character level settings ALWAYS override the common XML settings.
manually merge and Commit QuestorManager fixes and additions by Daxten: https://github.com/Daxten/Questor/tree/0271854f4a7ce46f1b4ca3e131dc6f73f8534446
Merge branch 'experimental' into BleedingEdge
unloadloot stack ammohangar fix, please test this.
compile fix
Merge branch 'experimental' into BleedingEdge
Add DebugSettings setting, add more logging to the loading of settings (along with a counter)
Fix salvage bug where the "current" cargo container was marked as looted even though we CANT have looted it because we did not have room to loot it, we had to make a jetcan to fir it 9and wanted to loot it on the next iteration)

This bug only effected ships with small enough cargos that jettisoning needs to happen to fit the mission item: https://github.com/ISeeDEDPpl/Questor/issues/344
Add some debug logging to the setting loading in combathelper, and make combathelper more consistent style wise with the rest of questor
Combat debugging
better logging
Combat should not only target and engage things that Directeve considers ".IsNPC" and anything in the groupID list: IsNPCByGroupID, which includes all NPCs, missions, Belts, Storylines, overseers, etc, etc
re-add frigates to the shiptypevalues xml
more logging improvements