Fixed the vanishing vessel tab in the editor.
Fixed the vanishing vessel tab in the editor.

--- a/Documents/CHANGES.txt
+++ b/Documents/CHANGES.txt
@@ -1,4 +1,7 @@
-1.0.11.0
+1.0.11.1, 07-11-2014
+    Fixed: Issue with the vessel tab vanishing from the editor.
+
+1.0.11.0, 06-11-2014
     Added: New readouts to the orbital category:
         - Current SOI
         - Manoeuvre Node DeltaV (Prograde)

--- a/KerbalEngineer/Editor/BuildOverlayResources.cs
+++ b/KerbalEngineer/Editor/BuildOverlayResources.cs
@@ -70,7 +70,7 @@
         {
             try
             {
-                if (!BuildOverlay.Visible || this.resources.Count == 0 || EditorLogic.fetch.editorScreen != EditorLogic.EditorScreen.Parts)
+                if (!Visible || this.resources.Count == 0 || EditorLogic.fetch.editorScreen != EditorLogic.EditorScreen.Parts)
                 {
                     return;
                 }
@@ -104,7 +104,7 @@
         {
             try
             {
-                if (!BuildOverlay.Visible)
+                if (!Visible)
                 {
                     return;
                 }

--- a/KerbalEngineer/Editor/BuildOverlayVessel.cs
+++ b/KerbalEngineer/Editor/BuildOverlayVessel.cs
@@ -33,6 +33,12 @@
 {
     public class BuildOverlayVessel : MonoBehaviour
     {
+        #region Constants
+
+        private const float Width = 150.0f;
+
+        #endregion
+
         #region Fields
 
         private static bool visible = true;
@@ -45,7 +51,7 @@
         private GUIContent tabContent;
         private Rect tabPosition;
         private Vector2 tabSize;
-        private Rect windowPosition = new Rect(300.0f, 0.0f, BuildOverlay.MinimumWidth, 0.0f);
+        private Rect windowPosition = new Rect(300.0f, 0.0f, Width, 0.0f);
 
         #endregion
 
@@ -76,7 +82,7 @@
         {
             try
             {
-                if (!Visible || EditorLogic.startPod == null || this.lastStage == null || EditorLogic.fetch.editorScreen != EditorLogic.EditorScreen.Parts)
+                if (!Visible || EditorLogic.startPod == null || EditorLogic.fetch.editorScreen != EditorLogic.EditorScreen.Parts)
                 {
                     return;
                 }
@@ -110,7 +116,7 @@
         {
             try
             {
-                if (!BuildOverlay.Visible || EditorLogic.startPod == null)
+                if (!Visible || EditorLogic.startPod == null)
                 {
                     return;
                 }
@@ -144,6 +150,7 @@
             }
 
             this.windowPosition.y = Mathf.Lerp(Screen.height, Screen.height - this.windowPosition.height, this.openPercent);
+            this.windowPosition.width = Width;
             this.tabPosition.width = this.tabSize.x;
             this.tabPosition.height = this.tabSize.y;
             this.tabPosition.x = this.windowPosition.x;
@@ -198,7 +205,7 @@
                     if (item.Value != null)
                     {
                         GUILayout.Label(item.Name + ":", BuildOverlay.NameStyle);
-                        GUILayout.Space(50.0f);
+                        GUILayout.FlexibleSpace();
                         GUILayout.Label(item.Value, BuildOverlay.ValueStyle);
                     }
                     else

--- a/KerbalEngineer/EngineerGlobals.cs
+++ b/KerbalEngineer/EngineerGlobals.cs
@@ -33,7 +33,7 @@
         /// <summary>
         ///     Current version of the Kerbal Engineer assembly.
         /// </summary>
-        public const string AssemblyVersion = "1.0.11";
+        public const string AssemblyVersion = "1.0.11.1";
 
         #endregion
 

 Binary files a/Output/KerbalEngineer/KerbalEngineer.dll and b/Output/KerbalEngineer/KerbalEngineer.dll differ