Fix for combat wanting the transportship to have weapons...
adds the ability to target and aggress something until it is below a certain shield/armor/hull percentage and then move on to the next action (removing priority targets from the kill action as needed)

see: https://github.com/ISeeDEDPpl/Questor/issues/555
We now goto the next action once lootitem is done looting all named containers defined by the target parameter. if you want to loot the field use a loot action!
fixes fitting manager issue loading faction fittings: https://github.com/ISeeDEDPpl/Questor/issues/551
fixes compile issue in buylpi,

note: buylpi has not been tested in ages...
fixes the drone health logging to be more human readable. 0 --> 100% vs .01 --> 1
Adds AutoReload code, commented out for now.
Renamed Date Time stamps in Program.cs to better suit their usage.

We now have semi random account login and character selection delays
1) after we launch eve, before we login an account: Random between:  Time.cs: EVEAccountLoginDelayMinimum_seconds (5) and EVEAccountLoginDelayMaximum_seconds (15)
2) after we start logging in the EVE Account before we select a character: random between: Time.cs CharacterSelectionDelayMinimum_seconds (5) and CharacterSelectionDelayMaximum_seconds (10)
reduce the login default account login and character selection (random) delays
Increase the randomness (random between 2000ms and 4000ms is more random than between 2sec and 4sec)

reduce the delays further.
Allows questor to be launched without innerspace. removed D3DDetour whitemagic dependency by using easyhook to hook D3D.endscene
at the moment only dx9 is supported
Signed-off-by: duketwo <duketwoqq@gmail.com>
Merge pull request #558 from duketwo/BleedingEdge

Allows questor to be launched without innerspace. removed D3DDetour whit...
Update DirectEVE to 41300
Commented out: Cache.Instance.DirectEve = new DirectEve(new StandaloneFramework()); as this github tree doesnt have whats needed to actually start that (yet)

We pulse every 1 second
No need to add an artificial delay if we get a window popping up
Only add a longer delay after the server check returns NOT ok twice, until then check server status every pulse (this is passive afaik)
increase the delay between pulses during program.cs
reset _lastServerStatusCheckWasNotOK after the random delay so that we only wait on this once per server status check status != ok.
Odd, somehow my local Questor.csproj was not in sync w github. fixed and reenabled "Cache.Instance.DirectEve = new DirectEve(new StandaloneFramework());"
move RepairDrones and RepairItems (cosmetic change only)
Ground work for fixing: https://github.com/ISeeDEDPpl/Questor/issues/557

NOT done yet.
*** We still need to add a hashtable/dictionary to each modulecache (each weapon) and populate it (and clear it periodically, each pocket? entries that are older than 60 seconds?) with the times we fire and what entityID we are firing at. ***
the return was added when I commented out the standalone instance stuff so we would *know* that DE wasnt running.... when I uncommented the standalone instance stuff this return should have been removed.