GetBestTarget should only have to deal with targets that are already locked....  so in CombatMissionCtrl really need to assign targets that we want Combat to target to a PriorityTarget of some type
Add comments, slight cleanup, needs more...
Do not assign a PreferredDroneTarget unless the target is .ReadyToShoot (Is a target, has not exploded, is within maxrange and is still in the entities list)
Verify that all assignments of PreferredPrimaryWeaponTarget check for .IsReadyToShoot before assigning
Change EntityCache to use internal implementations for everything that is available and not DIRECTLY what is being asked for... .IsTarget chesks other things but ultimately still returns )directEntity.IsTarget (same for everything else in entitycache)
Adjust the logging in LockTarget to match the changes
mege w local repo... mainly formatting and logging, and other misc non-behavior altering changes
Spacing and formatting
Check for null...
CombatMissionControl -> Move us in to range so combat can take over

Cache -> Clear the PreferredPrimary if it is no longer valid, and nothing else can be assigned yet

Combat -> Fix logic on targetting, check for too many low when trying to target high and vice versa
Merge branch 'BleedingEdge' of git://github.com/ISeeDEDPpl/Questor into BleedingEdge
Comments Comments Comments
If you are speed tanking a battleship (wtf!) then assume it is ok to loot... BSs are not fragile snowflakes like smaller ships might be.
Merge branch 'BleedingEdge' of git://github.com/ISeeDEDPpl/Questor into BleedingEdge
Main change is to CombatState KillTargets. Mainly cleanup and guaranteeing that we are processing a fresh entity
Null Ref fix....oops!
Derp
Comment changes so you can tell whats what in debugging
More clarification
Default to filtering sensitive information, not just in the redacted log, but in all logging...