Resolves #168 : Direction*Vector now returns the rotated Vector, and vectors can be rotated with DIRECTION suffix.
Resolves #174 with the following changes:

  1 - Side-mounted engines now can 'see' fuel through their surface mounts.
  2 - Now detects when an attachment can't carry fuel (attachment is strut)
  3 - Now traverses yellow fuel lines to find fuel.
merged #176
Merge remote-tracking branch 'Dunbaratu/rotatable-vectors' into develop
minor formatting from PR
Merge remote-tracking branch 'Dunbaratu/prospect-for-resources-fix' into develop
minor reformat
Added binding for ACTIVEVESSEL - Like "SHIP", but always refers to
the active vessel even when the current CPU Vessel is not the active
vessel.
Resolves #185 : Vecdraw now draws from Shared.Vessel

instead of drawing from FlightGlobals.ActiveVessel like it used to.
added KSPAssembly information
fixes #195
VESSEL is not SHIP, SHIP is SHIP
Merge remote-tracking branch 'Dunbaratu/suffix-activevessel' into develop
Merge remote-tracking branch 'Dunbaratu/vecdraw-cpuvessel-orgin' into develop
fixes #181
ACTIVESHIP
"Resolves" issue #194.

This issue was a lot more messy than it appeared on the surface.
At the moment the ground height is still different from alt:radar by a meter
or two, but I think that might be due to the floating point precision errors
in some of the API methods.

NOTE: IF you get a LATLNG of a position far away from the current active
vessel, such that in the area around that LATLNG the terrain polygon mesh
isn't loaded (i.e. it's more than 8000 or so meters away), then the distance
**cannot** be made more accurate than it is because it's based on the
ideal predicted ground altitude at that location rather than what it will
actually be when you get there. The game renders the ground polygons in
a way that only approximates the mathematical description of the terrain,
and once it renders the ground polygons then it's the actual ground polygons
that it made that decide the ground altitude, NOT the ideal predicted ground
altitude function.  (Thus why if you save a game with a landed ship, and then
change the graphics terrain detail setting, and then reload to the ship
again, it might spawn under the ground and KSP has to fiddle around to move it
to the new ground position, which you can watch it doing.)
Resolves #196

Apparently the persistence save file itself also supports comments
which use the exact same double-slash syntax.  So when the kOS file
contents were being stored in the savegame as a single encoded long
string in the persistence file, the "//" within the value was commenting
out the rest of the value from KSP's own savegame parser.
Merge remote-tracking branch 'Dunbaratu/filesave-comments-fix' into develop
used string literals for clarity