Disable key controls in map mode, and always check the per-winch option.
Force-loading a vessel in OnStart sometimes messes up its position.

Specifically, loading another vessel from an OnStart of the vessel
loaded via quickload may cause its position to not update properly,
with consequent explosions if it's connected by a winch. It's also
a bad idea to attach the winch joint to a still packed vessel.
When attaching a port with a plugged winch head, use undocked mode.

Docking the port, and then attaching it causes big problems, even
up to a CTD due to a stack overflow in some cases it seems.
Add 1 cm of slack to the cable when plugging the winch head.

Without this, plugging the winch in orbit causes a small bump.
Let winches work once the unexpected child part is decoupled.

Previously placing a non-port part below the winch in the stack
permanently broke it. Now it should be possible to use a decoupler
to continue the stack.
Allow using KAS pipes as field substitutes for fuel lines.

When linked, either end of the pipe now has a context menu option
that allows enabling or disabling fuel flow in that direction.

Pipe ends attached from EVA in previous versions have to be grabbed
and reattached to use this feature, or the button won't show up.
If both ends are editor-attached, it should work immediately.
Properly update the winch port attach node when locking and unlocking.

Specifically, ensure that the nodes are detached when the winch is
extended, and relinked when it's locked back. This ensures that stack
flow is possible across the connection iff the head is locked.
Fix the node on the horizontal stack winch.

It thought that stuff attached below it was actually on its head.
Use new DestroyJoint method
Merge branch 'master' of https://github.com/angavrilov/KAS into angavrilov-master
Merge branch 'angavrilov-master' into develop
Packaging tweaks.