Add wet-mass indicators to the hexcans.
Up the smelter's rate a little and add a small smelter.

The rate of the smelter is now 3.484u/s instead of 3 (there's actually a
reason for the funny number). This puts the rate at just slower than the
auger (change not yet committed).

Also, add a half-size (by mass. ~80% by scale): half the mass and half the
rate, 75% of the power (smaller mass to surface area ratio: more heat
loss).
Up the auger's rate to 4.

0.1 was ridiculously slow and was probably a holdover from when everything
was 1u = 1t. This puts the rate at 0.11t/s, so a slight gain from v2.
Check for the presence of Kethane.

If the kethane mod is not present, then force debug mode. However, if
kethane is present, then debug works as expected.
Remove the debug config var from the pads.

If added with "debug = true", it will still work as expected if Kethane is
present, but it's redundant when kethane is not. The var is removed to
avoid advertising the feature :)
Target the correct mono runtime.

I'm surprised my builds ever worked.
Remove EntryPoint.cs from the build.

It doesn't serve any useful purpose at this stage, and reportedly causes
problems in the VAB and SPH.
Create a smaller auger.

Like the smaller smelter, it is 1/2 the volume/mass of its larger cousin,
producing half the ore. However, it uses a bit more electric power (62.5%
rather than 50%). This should make bootstrapping a little easier.
Deprecate the spherical tank configs.

The new version of spherical tanks now comes with tanks for EL, but I don't
want to break anyone's saves, so I'll just deprecate these and remove them
when people have had a chance to update their designs.
Do not set Landed to true.

It seems this is the source of explosions for certain craft. I can now
build one of my wide-base cranes on Minmus.
Make the recycler range based on the part.

When the recycler is part of a base, especially as a pad, the location of
the center of recycling range can get rather unintuitive when the base's
center is used rather than the recycler's center.
Add my recycle bin part.

No part.cfg yet, and it won't work until I get the code working, but this
should be more realistic than the magic pad :)

Recycling_Bin_empty_with_words.svg is from openclipart.org and is
apparently public domain.
Shrink the trigger collider a little.

This ensures that it doesn't touch the colliders of the bin.
Ignore blender backup files.
Various fixes on the recycle bin model.

Get the tag and layer right, and add an edge-split modifier to keep the
flat surfaces flat.
Do up a config file for the recycle bin.
Eliminate some dead code
Implement the code needed for the recycle bin.

Any (and I do mean any) vessel that enters the bin will be recycled. The
definition of entering the bin is hitting the part's trigger collider. The
current bin model has the collider coming above the top of the bin, so be
careful.
Remove support for the distance recycler.

It was rather unrealistic. The removal may prove a little inconvenient for
launch clamps, but there are ways to abuse the trigger based recycler.
Remove the recycler from the new launchpad.

It won't work properly anyway.