Rename uis.vessel to uis.launchee.

Part one of spiritplumber's orbital construction patch.
Clean up the GUI and event code.

Use GameEvents and context menu events to fire most changes rather than
polling every frame.
And a little more gui event related cleanup.
Split out the recycler module into its own file.

Much tidier.
Get orbital construction mostly working.

I expect some problems with fuel lines (similar to struts).

There seems to be a problem with the docking such that releasing doesn't
properly disconnect the vessels, but saving and loading (either before or
after releasing) seems to fix whatever is messed up.

Context menu button state isn't quite right.
Treat fuel-lines the same as struts.

Other than the rot field, their cdata is the same format.
Clean out some dead vars.
Clean up the GUI state handling.

Much cleaner control of when the GUI is visible and which context menu
buttons are available.
Use Part.FindModelTransform to find the launch transform.

It turns out it works nicely. I don't know why I had trouble with it with
the auger (the reason I avoided the function in the first place).

This fixes the launch transform not being found when MODE{} is used.
Add support for building sub-assemblies.

If the user can't do anything with the subassembly, that's his own tough
luck. However, this is a nice proof-of-concept for adding support for
categorized craft.
Center the build craft on the pad/dock.

While I can understand the desire to be able to shift the vessel off the
side of the pad, sub-assemblies pretty much require this because they get
saved with a ridiculous offset due to the way the editor works.
Add a really basic orbital construction part.

The texture is mostly place-holder (though a bit of a waste at the moment).
Still, it seems to work well enough and looks ok.
Fix landed craft creation.

It turns out Update is not called when the game object is not enabled (good
to know, actually, it could be useful). OnUpdate is still called, though...
Change the default SpawnHeightOffset to 0.0.

This was the intended setting all along, but it was useful for debugging.
Rename debug to DebugPad.

This will take care of any third-party pads enabling debug by default (no
longer needed with the Kethane check).

Also remove the last mention of debug from the pads.
Move the orbital dock into experimentalRocketry.

Same as the other EL parts (yay copy-paste part.cfgs :P)
Merge pull request #47 from taniwha-qf/v3.4

V3.4