Retextured heatshield.
Added mesh collider to the case collider.
Added small square heatshield for Inflatable Hangars.
Increased drag of the heatshield.
Modified ResourceUpdater so that AblativeShielding is changed as square, not cube of the scale.
Don't remember. Nothing important was changed.
Changed many colliders of the shield to a single one.
Added DecouplerUpdater.
Added ribs to side legs. Added dirt to their texture.
Added ribs to legs to prevent their going through the ground. Added dirt to inflatable door texture. Close #105.
Increased threshold of angular velocity that prevents the hangar from launching a vessel. It was too restrictive.
Reenabled cast-shadows in fairing.
Removed start aspect values.
Using var where possible.
Made Inactive state the default one.
Fixed #106: moved first time update to OnStart, moved Rescale to OnUpdate and added check of actual localScale change to OnUpdate.

Thanks to the TweakScale code for the idea.
Also added the "unequal" method to compare floats; this fixed sturts that sometimes were broken when part's context menu was summoned.
Added AttachNode breaking forces recalculatoin to NodeUpdater. Removed aspect multiplier from AblativeShielding calculations. Added aspect as a multiplier for explosion and buoyancy.
Added KAE events on UpdateMesh. Added AttachNode breaking forces update. Fixed bug that caused surf attached parts to get NaN location and rotation in Editor. Use new unequal method to compare floats.
Made entryCost and cost integers as required by TechTree. Excluded resources cost from entryCost.
Removed AFTER derective as it prevented the part from compiling to the TechTree in career mode. Made entryCost and cost integers as required by TechTree.