Likely fixed issues with volatile Real Fuels (#5), still need to test what happens when launching from TS (#4) and am having issues with reverting simulations without forcibly overwriting the save file (#8). Also can't seem to find anything useful about the modules from the AvilableParts, but at least it shouldn't crash now if you try to access a probe (#15)
Found a way to access the module info I need without using a moduleRef and instead through the AvailablePart (#15) but isn't tested. If I get a chance later I want to try to tackle RSS support first, and KK support second.
Huge-ish amount of work rewriting the persistence storage stuff to have individual KSC entries (and to actually store ship nodes with their ships). Not activated yet, nor tested. Will likely have issues, but is biggest hurdle in getting RSS and KK support up and running (#16)
Fixed all(most) references to the various build lists to use either the ActiveKSC or a specifically passed one. Still untested but I don't have the time to test right this instance. Plan on doing a bit more work later tonight.
It's totally conceivable that RSS support is now active. Still no idea if anything actually works.
Fixed several bugs regarding the new save system. RSS support is soooo close to working but the same system is still a bit bugged. Probably fixed #19. Did some changes for fixing the simulation reverts (#8). Can't wait to get a working version out for beta testing.
RSS support appears to work fully now. Can switch KSCs, can actually save ships, and time progresses at all of them! Still no luck with #8. Gonna hand this off to JeffreyCor for limited testing.
Forgot to pull changes before making new ones when switching computers, hopefully didn't break things too much.
Merged changes, hopefully nothing too bad.
Added max reconditioning (#12), the core requirements for rollout (#12), fixed some issues with multiple KSCs (#16) and added settings for disabling parachute recovery and for selecting the default toolbar (#20).
Merge branch 'master'
IGNORE THIS COMMIT. It's just for testing if the changes to the build server will update the file version. I also added a bunch of stuff to get rolling on rollout and split the build list window into it's own file finally.
I'm tired enough that I should go to bed, but this one should be ok for testing. It will close #21, adds rollout and rollback requirements (tied STRONGLY to reconditioning), and reworked the Build List GUI to merge the storages into the build lists. Please discuss the GUI changes. I want to make it narrower and have it as a drop down from the Stock toolbar.
Added explicit calculation of BLV mass upon creation to ensure that rollout and rollback are correct for tweakscaled parts.
Added some backend changes for vessel recovery, made the build list narrower but haven't tested if it still looks right, swapped the node modifier to mean that 2 == twice as long.
Likely fixed issues with rollout causing GUI destruction. Also fixed tech node layout a bit.
Recovering to inventory + relaunching is a valid testing target now. It will most definitely have part placement issues. That was the major new feature for this build. Some additional GUI fixes as well.
Better sanitation of ship node on recovery into inventory, but won't automatically clean every module to its initial state. Currently supported are engines, stock parachutes, and science equipment. Toying with SPH rotations, to no avail, so those aren't included. Locked the build list position but haven't tied it 100% into the Stock toolbar just yet.
Truncated the part name in the ship roster/crew select to 15 characters. Not tested if that's too much or too little, so let me know. Sorry about this tiny random build :P
Old saves should import correctly now! And I added procedural part support but haven't tested it! (they're indexed as <name, cost * 1000>). Need to do some fixes for the integration with the stock toolbar. Made recoering to inventory a Debug mode ONLY feature (it's too broken for normal users) so unless the Debug option is turned on users shouldn't have the option to recover to inventory.