Implemented creation of custom sections via the flight engineer menu.
Implemented creation of custom sections via the flight engineer menu.

file:a/.gitignore -> file:b/.gitignore
--- a/.gitignore
+++ b/.gitignore
@@ -1,6 +1,11 @@
 # Build Folders (you can keep bin if you'd like, to store dlls and pdbs)
 [Bb]in/
 [Oo]bj/
+
+# Unity specific
+[Ll]ibrary/
+[Tt]emp/
+*.unityproj
 
 # mstest test results
 TestResults

file:a/Assets/CurseLogo.png (deleted)
 Binary files a/Assets/CurseLogo.png and /dev/null differ
file:a/Assets/CurseLogo.psd (deleted)
 Binary files a/Assets/CurseLogo.psd and /dev/null differ
 Binary files a/Assets/DropDownBackground.psd and /dev/null differ
 Binary files /dev/null and b/Assets/Images/app-launcher-icon.psd differ
 Binary files /dev/null and b/Assets/Images/flight-menu-background.psd differ
 Binary files /dev/null and b/Assets/Images/ui-drop-down.psd differ
 Binary files /dev/null and b/Assets/Plugins/KerbalEngineer.Unity.dll differ
--- /dev/null
+++ b/Assets/Prefabs/FlightMenu.prefab
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--- /dev/null
+++ b/Assets/Scripts/Editor/BuildAssetBundles.cs
@@ -1,1 +1,29 @@
+// 
+//     Kerbal Engineer Redux
+// 
+//     Copyright (C) 2016 CYBUTEK
+// 
+//     This program is free software: you can redistribute it and/or modify
+//     it under the terms of the GNU General Public License as published by
+//     the Free Software Foundation, either version 3 of the License, or
+//     (at your option) any later version.
+// 
+//     This program is distributed in the hope that it will be useful,
+//     but WITHOUT ANY WARRANTY; without even the implied warranty of
+//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//     GNU General Public License for more details.
+//     You should have received a copy of the GNU General Public License
+//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
+//  
 
+using UnityEditor;
+using UnityEngine;
+
+public class BuildAssetBundles : MonoBehaviour
+{
+    [MenuItem("Assets/Build Asset Bundles")]
+    public static void Build()
+    {
+        BuildPipeline.BuildAssetBundles(Application.dataPath + "/../Output/KerbalEngineer", BuildAssetBundleOptions.UncompressedAssetBundle);
+    }
+}

 Binary files /dev/null and b/Assets/Testing/background-editor.png differ
 Binary files /dev/null and b/Assets/Testing/background-flight.png differ
 Binary files a/Assets/ToolbarBackground.psd and /dev/null differ
file:a/Assets/ToolbarIcon.psd (deleted)
 Binary files a/Assets/ToolbarIcon.psd and /dev/null differ
--- a/Documents/CHANGES.txt
+++ b/Documents/CHANGES.txt
@@ -1,4 +1,9 @@
+    Added: Asset bundle loading and integration.
     Changed: Thermal flux is now correctly indicated in kilowatts.
+    Changed: Complete rewrite of code underpinning the stock toolbar icons.
+    Changed: Flight Engineer toolbar menu recreated using Unity UI.
+    Changed: Replaced occurances of IMGUI using RenderingManager to use OnGUI directly.
+    Fixed: Toggling the 'Control Bar' now appropriately resizes the display stack.
 
 1.0.19.4, 12-02-16
     Fixed: Only 'STAGE_STACK_FLOW' and 'STAGE_STACK_FLOW_BALANCE' resources include surface mounted parts as fuel targets.

--- /dev/null
+++ b/KerbalEngineer.CSharp.Editor.csproj
@@ -1,1 +1,124 @@
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+    <UnityBuildTarget>StandaloneWindows:5</UnityBuildTarget>
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+    <Optimize>false</Optimize>
+    <OutputPath>Temp\UnityVS_bin\Debug\</OutputPath>
+    <IntermediateOutputPath>Temp\UnityVS_obj\Debug\</IntermediateOutputPath>
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--- /dev/null
+++ b/KerbalEngineer.CSharp.csproj
@@ -1,1 +1,76 @@
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+    <DebugType>pdbonly</DebugType>
+    <Optimize>false</Optimize>
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+    <AllowUnsafeBlocks>false</AllowUnsafeBlocks>
+  </PropertyGroup>
+  <ItemGroup>
+    <Reference Include="mscorlib" />
+    <Reference Include="System" />
+    <Reference Include="System.XML" />
+    <Reference Include="System.Core" />
+    <Reference Include="Boo.Lang" />
+    <Reference Include="UnityScript.Lang" />
+    <Reference Include="System.Runtime.Serialization" />
+    <Reference Include="System.Xml.Linq" />
+    <Reference Include="UnityEngine">
+      <HintPath>Library\UnityAssemblies\UnityEngine.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.UI">
+      <HintPath>Library\UnityAssemblies\UnityEngine.UI.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.Networking">
+      <HintPath>Library\UnityAssemblies\UnityEngine.Networking.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.Networking">
+      <HintPath>Library\UnityAssemblies\UnityEngine.Networking.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEngine.UI">
+      <HintPath>Library\UnityAssemblies\UnityEngine.UI.dll</HintPath>
+    </Reference>
+    <Reference Include="UnityEditor">
+      <HintPath>Library\UnityAssemblies\UnityEditor.dll</HintPath>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="Assets\Scripts\BuildAssetBundles.cs" />
+  </ItemGroup>
+  <Import Project="$(MSBuildExtensionsPath)\SyntaxTree\UnityVS\2015\UnityVS.CSharp.targets" />
+</Project>
 

--- /dev/null
+++ b/KerbalEngineer.Unity/CanvasGroupFader.cs
@@ -1,1 +1,106 @@
+// 
+//     Kerbal Engineer Redux
+// 
+//     Copyright (C) 2016 CYBUTEK
+// 
+//     This program is free software: you can redistribute it and/or modify
+//     it under the terms of the GNU General Public License as published by
+//     the Free Software Foundation, either version 3 of the License, or
+//     (at your option) any later version.
+// 
+//     This program is distributed in the hope that it will be useful,
+//     but WITHOUT ANY WARRANTY; without even the implied warranty of
+//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//     GNU General Public License for more details.
+//     You should have received a copy of the GNU General Public License
+//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
+//  
 
+namespace KerbalEngineer.Unity
+{
+    using System;
+    using System.Collections;
+    using UnityEngine;
+
+    [RequireComponent(typeof(CanvasGroup))]
+    public class CanvasGroupFader : MonoBehaviour
+    {
+        private CanvasGroup m_CanvasGroup;
+        private IEnumerator m_FadeCoroutine;
+
+        public bool fading
+        {
+            get
+            {
+                return m_FadeCoroutine != null;
+            }
+        }
+
+        /// <summary>
+        ///     Fades the canvas group to a specified alpha using the supplied blocking state during fade with optional callback.
+        /// </summary>
+        public void FadeTo(float alpha, float duration, Action callback = null)
+        {
+            if (m_CanvasGroup == null)
+            {
+                return;
+            }
+
+            Fade(m_CanvasGroup.alpha, alpha, duration, callback);
+        }
+
+        /// <summary>
+        ///     Sets the alpha value of the canvas group.
+        /// </summary>
+        public void SetAlpha(float alpha)
+        {
+            if (m_CanvasGroup == null)
+            {
+                return;
+            }
+
+            alpha = Mathf.Clamp01(alpha);
+            m_CanvasGroup.alpha = alpha;
+        }
+
+        protected virtual void Awake()
+        {
+            // cache components
+            m_CanvasGroup = GetComponent<CanvasGroup>();
+        }
+
+        /// <summary>
+        ///     Starts a fade from one alpha value to another with callback.
+        /// </summary>
+        private void Fade(float from, float to, float duration, Action callback)
+        {
+            if (m_FadeCoroutine != null)
+            {
+                StopCoroutine(m_FadeCoroutine);
+            }
+
+            m_FadeCoroutine = FadeCoroutine(from, to, duration, callback);
+            StartCoroutine(m_FadeCoroutine);
+        }
+
+        /// <summary>
+        ///     Coroutine that handles the fading.
+        /// </summary>
+        private IEnumerator FadeCoroutine(float from, float to, float duration, Action callback)
+        {
+            float progress = 0.0f;
+
+            while (progress <= 1.0f)
+            {
+                progress += Time.deltaTime / duration;
+                SetAlpha(Mathf.Lerp(from, to, progress));
+                yield return null;
+            }
+
+            print(m_CanvasGroup.alpha);
+            callback?.Invoke();
+
+            m_FadeCoroutine = null;
+        }
+    }
+}

--- /dev/null
+++ b/KerbalEngineer.Unity/Flight/FlightMenu.cs
@@ -1,1 +1,224 @@
-
+// 
+//     Kerbal Engineer Redux
+// 
+//     Copyright (C) 2016 CYBUTEK
+// 
+//     This program is free software: you can redistribute it and/or modify
+//     it under the terms of the GNU General Public License as published by
+//     the Free Software Foundation, either version 3 of the License, or
+//     (at your option) any later version.
+// 
+//     This program is distributed in the hope that it will be useful,
+//     but WITHOUT ANY WARRANTY; without even the implied warranty of
+//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//     GNU General Public License for more details.
+//     You should have received a copy of the GNU General Public License
+//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
+//  
+
+namespace KerbalEngineer.Unity.Flight
+{
+    using System.Collections.Generic;
+    using UnityEngine;
+    using UnityEngine.EventSystems;
+    using UnityEngine.UI;
+
+    [RequireComponent(typeof(RectTransform))]
+    public class FlightMenu : CanvasGroupFader, IPointerEnterHandler, IPointerExitHandler
+    {
+        [SerializeField]
+        private Toggle m_ShowEngineerToggle = null;
+
+        [SerializeField]
+        private Toggle m_ControlBarToggle = null;
+
+        [SerializeField]
+        private GameObject m_MenuSectionPrefab = null;
+
+        [SerializeField]
+        private Transform m_SectionsTransform = null;
+
+        [SerializeField]
+        private float m_FastFadeDuration = 0.2f;
+
+        [SerializeField]
+        private float m_SlowFadeDuration = 1.0f;
+
+        private IFlightAppLauncher m_FlightAppLauncher;
+
+        private RectTransform m_RectTransform;
+
+        public void OnPointerEnter(PointerEventData eventData)
+        {
+            FadeIn();
+        }
+
+        public void OnPointerExit(PointerEventData eventData)
+        {
+            // slow-fade out if the application launcher button is off
+            if (m_FlightAppLauncher != null && m_FlightAppLauncher.isOn == false)
+            {
+                FadeTo(0.0f, m_SlowFadeDuration, Destroy);
+            }
+        }
+
+        /// <summary>
+        ///     Fades out and destroys the menu.
+        /// </summary>
+        public void Close()
+        {
+            FadeTo(0.0f, m_FastFadeDuration, Destroy);
+        }
+
+        /// <summary>
+        ///     Fades in the menu.
+        /// </summary>
+        public void FadeIn()
+        {
+            FadeTo(1.0f, m_FastFadeDuration);
+        }
+
+        /// <summary>
+        ///     Creates a new custom section.
+        /// </summary>
+        public void NewCustomSection()
+        {
+            if (m_FlightAppLauncher != null)
+            {
+                CreateSectionControl(m_FlightAppLauncher.NewCustomSection());
+            }
+        }
+
+        /// <summary>
+        ///     Sets the control bar visiblity.
+        /// </summary>
+        public void SetControlBar(bool visible)
+        {
+            if (m_FlightAppLauncher != null)
+            {
+                m_FlightAppLauncher.controlBar = visible;
+            }
+        }
+
+        /// <summary>
+        ///     Sets a reference to the flight app launcher object.
+        /// </summary>
+        public void SetFlightAppLauncher(IFlightAppLauncher flightAppLauncher)
+        {
+            if (flightAppLauncher == null)
+            {
+                return;
+            }
+
+            m_FlightAppLauncher = flightAppLauncher;
+
+            // create section controls
+            CreateSectionControls(m_FlightAppLauncher.GetStockSections());
+            CreateSectionControls(m_FlightAppLauncher.GetCustomSections());
+        }
+
+        /// <summary>
+        ///     Sets the display stack visibility.
+        /// </summary>
+        public void SetShowEngineer(bool visible)
+        {
+            if (m_FlightAppLauncher != null)
+            {
+                m_FlightAppLauncher.showEngineer = visible;
+            }
+        }
+
+        protected override void Awake()
+        {
+            base.Awake();
+
+            // cache components
+            m_RectTransform = GetComponent<RectTransform>();
+        }
+
+        protected virtual void Start()
+        {
+            // set starting alpha to zero and fade in
+            SetAlpha(0.0f);
+            FadeIn();
+        }
+
+        protected virtual void Update()
+        {
+            if (m_FlightAppLauncher == null)
+            {
+                return;
+            }
+
+            // set toggle states to match the actual states
+            SetToggle(m_ShowEngineerToggle, m_FlightAppLauncher.showEngineer);
+            SetToggle(m_ControlBarToggle, m_FlightAppLauncher.controlBar);
+
+            // update anchor position
+            if (m_RectTransform != null)
+            {
+                m_RectTransform.position = m_FlightAppLauncher.GetAnchor();
+                m_FlightAppLauncher.ClampToScreen(m_RectTransform);
+            }
+        }
+
+        /// <summary>
+        ///     Sets a given toggle to the specified state with null checking.
+        /// </summary>
+        private static void SetToggle(Toggle toggle, bool state)
+        {
+            if (toggle != null)
+            {
+                toggle.isOn = state;
+            }
+        }
+
+        /// <summary>
+        ///     Creates a menu section control.
+        /// </summary>
+        private void CreateSectionControl(ISectionModule section)
+        {
+            GameObject menuSectionObject = Instantiate(m_MenuSectionPrefab);
+            if (menuSectionObject != null)
+            {
+                menuSectionObject.transform.SetParent(m_SectionsTransform, false);
+
+                FlightMenuSection menuSection = menuSectionObject.GetComponent<FlightMenuSection>();
+                if (menuSection != null)
+                {
+                    menuSection.SetAssignedSection(section);
+                }
+            }
+        }
+
+        /// <summary>
+        ///     Creates a list of section controls from a given list of sections.
+        /// </summary>
+        private void CreateSectionControls(IList<ISectionModule> sections)
+        {
+            if (sections == null || m_MenuSectionPrefab == null || m_SectionsTransform == null)
+            {
+                return;
+            }
+
+            for (int i = 0; i < sections.Count; i++)
+            {
+                ISectionModule section = sections[i];
+                if (section != null)
+                {
+                    CreateSectionControl(section);
+                }
+            }
+        }
+
+        /// <summary>
+        ///     Destroys the game object.
+        /// </summary>
+        private void Destroy()
+        {
+            // disable game object first due to an issue within unity 5.2.4f1 that shows a single frame at full opaque alpha just before destruction
+            gameObject.SetActive(false);
+            Destroy(gameObject);
+        }
+    }
+}

--- /dev/null
+++ b/KerbalEngineer.Unity/Flight/FlightMenuSection.cs
@@ -1,1 +1,129 @@
+// 
+//     Kerbal Engineer Redux
+// 
+//     Copyright (C) 2016 CYBUTEK
+// 
+//     This program is free software: you can redistribute it and/or modify
+//     it under the terms of the GNU General Public License as published by
+//     the Free Software Foundation, either version 3 of the License, or
+//     (at your option) any later version.
+// 
+//     This program is distributed in the hope that it will be useful,
+//     but WITHOUT ANY WARRANTY; without even the implied warranty of
+//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//     GNU General Public License for more details.
+//     You should have received a copy of the GNU General Public License
+//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
+//  
 
+namespace KerbalEngineer.Unity.Flight
+{
+    using UnityEngine;
+    using UnityEngine.UI;
+
+    public class FlightMenuSection : MonoBehaviour
+    {
+        [SerializeField]
+        private Toggle m_DisplayToggle = null;
+
+        [SerializeField]
+        private Text m_DisplayText = null;
+
+        [SerializeField]
+        private Toggle m_EditToggle = null;
+
+        private ISectionModule m_Section;
+
+        /// <summary>
+        ///     Gets or sets the section's editor visibility.
+        /// </summary>
+        public bool editorVisible
+        {
+            get
+            {
+                if (m_EditToggle != null)
+                {
+                    return m_EditToggle.isOn;
+                }
+
+                return true;
+            }
+            set
+            {
+                if (m_EditToggle != null)
+                {
+                    m_EditToggle.isOn = value;
+                }
+            }
+        }
+
+        /// <summary>
+        ///     Sets the assigned section to be handled by the menu object.
+        /// </summary>
+        public void SetAssignedSection(ISectionModule section)
+        {
+            if (section == null)
+            {
+                return;
+            }
+
+            m_Section = section;
+        }
+
+        /// <summary>
+        ///     Sets the section's display visibility.
+        /// </summary>
+        public void SetDisplayVisible(bool visible)
+        {
+            if (m_Section != null)
+            {
+                m_Section.IsVisible = visible;
+            }
+        }
+
+        /// <summary>
+        ///     Sets the section's editor visibility.
+        /// </summary>
+        public void SetEditorVisible(bool visible)
+        {
+            if (m_Section != null)
+            {
+                m_Section.IsEditorVisible = visible;
+            }
+        }
+
+        protected virtual void Update()
+        {
+            UpdateControls();
+        }
+
+        /// <summary>
+        ///     Updates the menu section's controls.
+        /// </summary>
+        private void UpdateControls()
+        {
+            if (m_Section == null)
+            {
+                return;
+            }
+
+            // display visible
+            if (m_DisplayToggle != null)
+            {
+                m_DisplayToggle.isOn = m_Section.IsVisible;
+            }
+
+            // display name
+            if (m_DisplayText != null)
+            {
+                m_DisplayText.text = m_Section.Name;
+            }
+
+            // editor visible
+            if (m_EditToggle != null)
+            {
+                m_EditToggle.isOn = m_Section.IsEditorVisible;
+            }
+        }
+    }
+}

--- /dev/null
+++ b/KerbalEngineer.Unity/Flight/IFlightAppLauncher.cs
@@ -1,1 +1,42 @@
+// 
+//     Kerbal Engineer Redux
+// 
+//     Copyright (C) 2016 CYBUTEK
+// 
+//     This program is free software: you can redistribute it and/or modify
+//     it under the terms of the GNU General Public License as published by
+//     the Free Software Foundation, either version 3 of the License, or
+//     (at your option) any later version.
+// 
+//     This program is distributed in the hope that it will be useful,
+//     but WITHOUT ANY WARRANTY; without even the implied warranty of
+//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//     GNU General Public License for more details.
+//     You should have received a copy of the GNU General Public License
+//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
+//  
 
+namespace KerbalEngineer.Unity.Flight
+{
+    using System.Collections.Generic;
+    using UnityEngine;
+
+    public interface IFlightAppLauncher
+    {
+        bool controlBar { get; set; }
+
+        bool isOn { get; }
+
+        bool showEngineer { get; set; }
+
+        void ClampToScreen(RectTransform rectTransform);
+
+        Vector3 GetAnchor();
+
+        IList<ISectionModule> GetCustomSections();
+
+        IList<ISectionModule> GetStockSections();
+
+        ISectionModule NewCustomSection();
+    }
+}

--- /dev/null
+++ b/KerbalEngineer.Unity/Flight/ISectionModule.cs
@@ -1,1 +1,29 @@
+// 
+//     Kerbal Engineer Redux
+// 
+//     Copyright (C) 2016 CYBUTEK
+// 
+//     This program is free software: you can redistribute it and/or modify
+//     it under the terms of the GNU General Public License as published by
+//     the Free Software Foundation, either version 3 of the License, or
+//     (at your option) any later version.
+// 
+//     This program is distributed in the hope that it will be useful,
+//     but WITHOUT ANY WARRANTY; without even the implied warranty of
+//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//     GNU General Public License for more details.
+//     You should have received a copy of the GNU General Public License
+//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
+//  
 
+namespace KerbalEngineer.Unity.Flight
+{
+    public interface ISectionModule
+    {
+        bool IsEditorVisible { get; set; }
+
+        bool IsVisible { get; set; }
+
+        string Name { get; }
+    }
+}

--- /dev/null
+++ b/KerbalEngineer.Unity/KerbalEngineer.Unity.csproj
@@ -1,1 +1,66 @@
-
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+    <ProjectGuid>{5387BB1E-32B1-4BAC-B03F-100570B9554C}</ProjectGuid>
+    <OutputType>Library</OutputType>
+    <AppDesignerFolder>Properties</AppDesignerFolder>
+    <RootNamespace>KerbalEngineer.Unity</RootNamespace>
+    <AssemblyName>KerbalEngineer.Unity</AssemblyName>
+    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
+    <FileAlignment>512</FileAlignment>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>full</DebugType>
+    <Optimize>false</Optimize>
+    <OutputPath>bin\Debug\</OutputPath>
+    <DefineConstants>DEBUG;TRACE</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+    <DebugType>none</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>..\Output\KerbalEngineer\</OutputPath>
+    <DefineConstants>
+    </DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <ItemGroup>
+    <Compile Include="CanvasGroupFader.cs" />
+    <Compile Include="Flight\FlightMenu.cs" />
+    <Compile Include="Flight\FlightMenuSection.cs" />
+    <Compile Include="Flight\IFlightAppLauncher.cs" />
+    <Compile Include="Flight\ISectionModule.cs" />
+    <Compile Include="Properties\AssemblyInfo.cs" />
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Include="System">
+      <HintPath>..\..\game\KSP_Data\Managed\System.dll</HintPath>
+      <Private>False</Private>
+    </Reference>
+    <Reference Include="UnityEngine">
+      <HintPath>..\..\game\KSP_Data\Managed\UnityEngine.dll</HintPath>
+      <Private>False</Private>
+    </Reference>
+    <Reference Include="UnityEngine.UI">
+      <HintPath>..\..\game\KSP_Data\Managed\UnityEngine.UI.dll</HintPath>
+      <Private>False</Private>
+    </Reference>
+  </ItemGroup>
+  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
+  <PropertyGroup>
+    <PostBuildEvent>copy "$(TargetPath)" "$(SolutionDir)Assets\Plugins" /Y</PostBuildEvent>
+  </PropertyGroup>
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
+       Other similar extension points exist, see Microsoft.Common.targets.
+  <Target Name="BeforeBuild">
+  </Target>
+  <Target Name="AfterBuild">
+  </Target>
+  -->
+</Project>

--- /dev/null
+++ b/KerbalEngineer.Unity/Properties/AssemblyInfo.cs
@@ -1,1 +1,10 @@
+using System.Reflection;
+using System.Runtime.InteropServices;
 
+[assembly: AssemblyTitle("KerbalEngineer.Unity")]
+[assembly: AssemblyProduct("KerbalEngineer.Unity")]
+[assembly: AssemblyCopyright("Copyright © CYBUTEK 2016")]
+[assembly: ComVisible(false)]
+[assembly: Guid("5387bb1e-32b1-4bac-b03f-100570b9554c")]
+[assembly: AssemblyVersion("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]

--- a/KerbalEngineer.sln
+++ b/KerbalEngineer.sln
@@ -1,9 +1,11 @@
 
 Microsoft Visual Studio Solution File, Format Version 12.00
-# Visual Studio 2013
-VisualStudioVersion = 12.0.30110.0
-MinimumVisualStudioVersion = 10.0.40219.1
+# Visual Studio 2015
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KerbalEngineer.CSharp.Editor", "KerbalEngineer.CSharp.Editor.csproj", "{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}"
+EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KerbalEngineer", "KerbalEngineer\KerbalEngineer.csproj", "{39806613-E0B7-46E0-89A6-A569EC538CBB}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KerbalEngineer.Unity", "KerbalEngineer.Unity\KerbalEngineer.Unity.csproj", "{5387BB1E-32B1-4BAC-B03F-100570B9554C}"
 EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
@@ -11,10 +13,18 @@
 		Release|Any CPU = Release|Any CPU
 	EndGlobalSection
 	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Release|Any CPU.ActiveCfg = Release|Any CPU
+		{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Release|Any CPU.Build.0 = Release|Any CPU
 		{39806613-E0B7-46E0-89A6-A569EC538CBB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{39806613-E0B7-46E0-89A6-A569EC538CBB}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{39806613-E0B7-46E0-89A6-A569EC538CBB}.Release|Any CPU.ActiveCfg = Release|Any CPU
 		{39806613-E0B7-46E0-89A6-A569EC538CBB}.Release|Any CPU.Build.0 = Release|Any CPU
+		{5387BB1E-32B1-4BAC-B03F-100570B9554C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{5387BB1E-32B1-4BAC-B03F-100570B9554C}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{5387BB1E-32B1-4BAC-B03F-100570B9554C}.Release|Any CPU.ActiveCfg = Release|Any CPU
+		{5387BB1E-32B1-4BAC-B03F-100570B9554C}.Release|Any CPU.Build.0 = Release|Any CPU
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE

--- a/KerbalEngineer/AppLauncherButton.cs
+++ b/KerbalEngineer/AppLauncherButton.cs
@@ -18,50 +18,117 @@
 
 namespace KerbalEngineer
 {
+    using KSP.UI;
     using KSP.UI.Screens;
     using UnityEngine;
 
     public class AppLauncherButton : MonoBehaviour
     {
-        public enum ButtonState
-        {
-            Disabled,
-            On,
-            Off
-        }
-
+        private static Texture m_IconTexture;
         private ApplicationLauncherButton m_Button;
 
         /// <summary>
-        ///     Sets the state of the button.
-        /// </summary>
-        public void SetState(ButtonState state)
+        ///     Gets or sets the toggle button state.
+        /// </summary>
+        public bool isOn
+        {
+            get
+            {
+                return m_Button != null &&
+                       m_Button.toggleButton.Button.interactable &&
+                       m_Button.toggleButton.CurrentState == UIRadioButton.State.True;
+            }
+            set
+            {
+                if (m_Button == null)
+                {
+                    return;
+                }
+
+                if (value)
+                {
+                    SetOn();
+                }
+                else
+                {
+                    SetOff();
+                }
+            }
+        }
+
+        /// <summary>
+        ///     Disables the button if not already disabled.
+        /// </summary>
+        public void Disable()
+        {
+            if (m_Button != null && m_Button.toggleButton.Button.interactable)
+            {
+                m_Button.Disable();
+            }
+        }
+
+        /// <summary>
+        ///     Enables the button if not already enabled.
+        /// </summary>
+        public void Enable()
+        {
+            if (m_Button != null && m_Button.toggleButton.Button.interactable == false)
+            {
+                m_Button.Enable();
+            }
+        }
+        
+        /// <summary>
+        ///     Gets the anchor position for pop-up content.
+        /// </summary>
+        public Vector3 GetAnchor()
         {
             if (m_Button == null)
             {
-                return;
-            }
-
-            switch (state)
-            {
-                case ButtonState.Disabled:
-                    Disable();
-                    break;
-
-                case ButtonState.On:
-                    Enable();
-                    m_Button.SetTrue();
-                    break;
-
-                case ButtonState.Off:
-                    Enable();
-                    m_Button.SetFalse();
-                    break;
+                return Vector3.zero;
+            }
+            
+            Vector3 anchor = m_Button.GetAnchor();
+
+            anchor.x -= 3.0f;
+
+            return anchor;
+        }
+
+        /// <summary>
+        ///     Enables and sets the button to off.
+        /// </summary>
+        public void SetOff()
+        {
+            Enable();
+
+            if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.False)
+            {
+                m_Button.SetTrue();
+            }
+        }
+
+        /// <summary>
+        ///     Enables and sets the button to on.
+        /// </summary>
+        public void SetOn()
+        {
+            Enable();
+
+            if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.True)
+            {
+                m_Button.SetTrue();
             }
         }
 
         protected virtual void Awake()
         {
+            // cache icon texture
+            if (m_IconTexture == null && AssetBundleLoader.images != null)
+            {
+                m_IconTexture = AssetBundleLoader.images.LoadAsset<Texture2D>("app-launcher-icon");
+            }
+
             // subscribe event listeners
             GameEvents.onGUIApplicationLauncherReady.Add(OnGUIApplicationLauncherReady);
             GameEvents.onGUIApplicationLauncherUnreadifying.Add(OnGUIApplicationLauncherUnreadifying);
@@ -114,35 +181,12 @@
         /// </summary>
         protected virtual void OnUnreadifying() { }
 
-        /// <summary>
-        ///     Disables the button if not already disabled.
-        /// </summary>
-        private void Disable()
-        {
-            if (m_Button != null && m_Button.toggleButton.Button.interactable)
-            {
-                m_Button.Disable();
-            }
-        }
-
-        /// <summary>
-        ///     Enables the button if not already enabled.
-        /// </summary>
-        private void Enable()
-        {
-            if (m_Button != null && m_Button.toggleButton.Button.interactable == false)
-            {
-                m_Button.Enable();
-            }
-        }
-
         private void OnGUIApplicationLauncherReady()
         {
             // create button
             if (ApplicationLauncher.Instance != null)
             {
-                Texture iconTexture = GameDatabase.Instance.GetTexture("KerbalEngineer/Textures/ToolbarIcon", false);
-                m_Button = ApplicationLauncher.Instance.AddModApplication(OnTrue, OnFalse, OnHover, OnHoverOut, OnEnable, OnDisable, ApplicationLauncher.AppScenes.ALWAYS, iconTexture);
+                m_Button = ApplicationLauncher.Instance.AddModApplication(OnTrue, OnFalse, OnHover, OnHoverOut, OnEnable, OnDisable, ApplicationLauncher.AppScenes.ALWAYS, m_IconTexture);
             }
 
             OnReady();

--- /dev/null
+++ b/KerbalEngineer/AssetBundleLoader.cs
@@ -1,1 +1,59 @@
+// 
+//     Kerbal Engineer Redux
+// 
+//     Copyright (C) 2016 CYBUTEK
+// 
+//     This program is free software: you can redistribute it and/or modify
+//     it under the terms of the GNU General Public License as published by
+//     the Free Software Foundation, either version 3 of the License, or
+//     (at your option) any later version.
+// 
+//     This program is distributed in the hope that it will be useful,
+//     but WITHOUT ANY WARRANTY; without even the implied warranty of
+//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//     GNU General Public License for more details.
+//     You should have received a copy of the GNU General Public License
+//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
+//  
 
+namespace KerbalEngineer
+{
+    using UnityEngine;
+
+    [KSPAddon(KSPAddon.Startup.Instantly, false)]
+    public class AssetBundleLoader : MonoBehaviour
+    {
+        private static AssetBundle m_Images;
+        private static AssetBundle m_Prefabs;
+
+        /// <summary>
+        ///     Gets the loaded images asset bundle.
+        /// </summary>
+        public static AssetBundle images
+        {
+            get
+            {
+                return m_Images;
+            }
+        }
+
+        /// <summary>
+        ///     Gets the loaded prefabs asset bundle.
+        /// </summary>
+        public static AssetBundle prefabs
+        {
+            get
+            {
+                return m_Prefabs;
+            }
+        }
+
+        protected virtual void Awake()
+        {
+            string bundlePath = EngineerGlobals.AssemblyPath;
+
+            m_Images = AssetBundle.CreateFromFile(bundlePath + "/images");
+            m_Prefabs = AssetBundle.CreateFromFile(bundlePath + "/prefabs");
+        }
+    }
+}

--- a/KerbalEngineer/Editor/BuildAppLauncher.cs
+++ b/KerbalEngineer/Editor/BuildAppLauncher.cs
@@ -48,19 +48,11 @@
             if (EditorLogic.RootPart != null)
             {
                 // set button state based on existing visibility
-                if (BuildAdvanced.Instance.Visible)
-                {
-                    SetState(ButtonState.On);
-                }
-                else
-                {
-                    SetState(ButtonState.Off);
-                }
+                isOn = BuildAdvanced.Instance.Visible;
             }
             else
             {
-                // disable button
-                SetState(ButtonState.Disabled);
+                Disable();
             }
         }
     }

--- a/KerbalEngineer/Flight/ActionMenu.cs
+++ b/KerbalEngineer/Flight/ActionMenu.cs
@@ -32,7 +32,7 @@
     /// <summary>
     ///     Graphical controller for section interaction in the form of a menu system.
     /// </summary>
-    [KSPAddon(KSPAddon.Startup.Flight, false)]
+    //[KSPAddon(KSPAddon.Startup.Flight, false)]
     public class ActionMenu : MonoBehaviour
     {
         #region Fields

--- a/KerbalEngineer/Flight/DisplayStack.cs
+++ b/KerbalEngineer/Flight/DisplayStack.cs
@@ -70,7 +70,14 @@
         public bool ShowControlBar
         {
             get { return this.showControlBar; }
-            set { this.showControlBar = value; }
+            set
+            {
+                if (showControlBar != value)
+                {
+                    this.showControlBar = value;
+                    RequestResize();
+                }
+            }
         }
 
         #endregion
@@ -121,7 +128,6 @@
             try
             {
                 this.Save();
-                RenderingManager.RemoveFromPostDrawQueue(0, this.Draw);
             }
             catch (Exception ex)
             {
@@ -140,7 +146,6 @@
                 this.windowId = this.GetHashCode();
                 this.InitialiseStyles();
                 this.Load();
-                RenderingManager.AddToPostDrawQueue(0, this.Draw);
                 Logger.Log("ActionMenu->Start");
             }
             catch (Exception ex)
@@ -176,7 +181,7 @@
         /// <summary>
         ///     Called to draw the display stack when the UI is enabled.
         /// </summary>
-        private void Draw()
+        private void OnGUI()
         {
             try
             {

--- /dev/null
+++ b/KerbalEngineer/Flight/FlightAppLauncher.cs
@@ -1,1 +1,222 @@
-
+// 
+//     Kerbal Engineer Redux
+// 
+//     Copyright (C) 2016 CYBUTEK
+// 
+//     This program is free software: you can redistribute it and/or modify
+//     it under the terms of the GNU General Public License as published by
+//     the Free Software Foundation, either version 3 of the License, or
+//     (at your option) any later version.
+// 
+//     This program is distributed in the hope that it will be useful,
+//     but WITHOUT ANY WARRANTY; without even the implied warranty of
+//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//     GNU General Public License for more details.
+//     You should have received a copy of the GNU General Public License
+//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
+//  
+
+namespace KerbalEngineer.Flight
+{
+    using System.Collections.Generic;
+    using KSP.UI;
+    using Sections;
+    using Unity.Flight;
+    using UnityEngine;
+
+    [KSPAddon(KSPAddon.Startup.Flight, false)]
+    public class FlightAppLauncher : AppLauncherButton, IFlightAppLauncher
+    {
+        private static FlightAppLauncher m_Instance;
+        private FlightMenu m_FlightMenu;
+        private GameObject m_MenuObject;
+        private GameObject m_MenuPrefab;
+
+        /// <summary>
+        ///     Gets the current instance of the FlightAppLauncher object.
+        /// </summary>
+        public static FlightAppLauncher instance
+        {
+            get
+            {
+                return m_Instance;
+            }
+        }
+
+        /// <summary>
+        ///     Clamps the given rect transform within the screen bounds.
+        /// </summary>
+        public void ClampToScreen(RectTransform rectTransform)
+        {
+            UIMasterController.ClampToScreen(rectTransform, Vector2.zero);
+        }
+
+        /// <summary>
+        ///     Gets or sets the control bar's visibility.
+        /// </summary>
+        public bool controlBar
+        {
+            get
+            {
+                if (DisplayStack.Instance != null)
+                {
+                    return DisplayStack.Instance.ShowControlBar;
+                }
+
+                return false;
+            }
+            set
+            {
+                if (DisplayStack.Instance != null)
+                {
+                    DisplayStack.Instance.ShowControlBar = value;
+                }
+            }
+        }
+
+        /// <summary>
+        ///     Gets a list of custom sections.
+        /// </summary>
+        IList<ISectionModule> IFlightAppLauncher.GetCustomSections()
+        {
+            return new List<ISectionModule>(SectionLibrary.CustomSections.ToArray());
+        }
+
+        /// <summary>
+        ///     Gets a list of stock sections.
+        /// </summary>
+        public IList<ISectionModule> GetStockSections()
+        {
+            return new List<ISectionModule>(SectionLibrary.StockSections.ToArray());
+        }
+
+        /// <summary>
+        ///     Gets or sets the display stack's visibility.
+        /// </summary>
+        public bool showEngineer
+        {
+            get
+            {
+                if (DisplayStack.Instance != null)
+                {
+                    return DisplayStack.Instance.Hidden == false;
+                }
+
+                return false;
+            }
+            set
+            {
+                if (DisplayStack.Instance != null)
+                {
+                    DisplayStack.Instance.Hidden = !value;
+                }
+            }
+        }
+
+        /// <summary>
+        ///     Creates and initialises a new custom section.
+        /// </summary>
+        public ISectionModule NewCustomSection()
+        {
+            SectionModule section = new SectionModule
+            {
+                Name = "Custom " + (SectionLibrary.CustomSections.Count + 1),
+                Abbreviation = "CUST " + (SectionLibrary.CustomSections.Count + 1),
+                IsVisible = true,
+                IsCustom = true,
+                IsEditorVisible = true
+            };
+
+            SectionLibrary.CustomSections.Add(section);
+
+            return section;
+        }
+
+        protected override void Awake()
+        {
+            base.Awake();
+
+            // set singleton instance
+            m_Instance = this;
+
+            // cache menu prefab
+            if (m_MenuPrefab == null && AssetBundleLoader.prefabs != null)
+            {
+                m_MenuPrefab = AssetBundleLoader.prefabs.LoadAsset<GameObject>("FlightMenu");
+            }
+        }
+
+        protected override void OnFalse()
+        {
+            Close();
+        }
+
+        protected override void OnHover()
+        {
+            Open();
+        }
+
+        protected override void OnHoverOut()
+        {
+            if (isOn == false)
+            {
+                Close();
+            }
+        }
+
+        protected override void OnTrue()
+        {
+            Open();
+        }
+
+        /// <summary>
+        ///     Closes the menu.
+        /// </summary>
+        private void Close()
+        {
+            if (m_FlightMenu != null)
+            {
+                m_FlightMenu.Close();
+            }
+            else
+            {
+                Destroy(m_MenuObject);
+            }
+        }
+
+        /// <summary>
+        ///     Opens the menu.
+        /// </summary>
+        private void Open()
+        {
+            // fade menu in if already open
+            if (m_FlightMenu != null)
+            {
+                m_FlightMenu.FadeIn();
+                return;
+            }
+
+            if (m_MenuPrefab == null || m_MenuObject != null)
+            {
+                return;
+            }
+
+            // create object
+            m_MenuObject = Instantiate(m_MenuPrefab, GetAnchor(), Quaternion.identity) as GameObject;
+            if (m_MenuObject == null)
+            {
+                return;
+            }
+
+            // set object as a child of the main canvas
+            m_MenuObject.transform.SetParent(MainCanvasUtil.MainCanvas.transform);
+
+            // set menu's reference to this object for cross-communication
+            m_FlightMenu = m_MenuObject.GetComponent<FlightMenu>();
+            if (m_FlightMenu != null)
+            {
+                m_FlightMenu.SetFlightAppLauncher(this);
+            }
+        }
+    }
+}

--- a/KerbalEngineer/Flight/FlightEngineerCore.cs
+++ b/KerbalEngineer/Flight/FlightEngineerCore.cs
@@ -113,6 +113,11 @@
         {
             get
             {
+                if (MainCanvasUtil.MainCanvas.enabled == false)
+                {
+                    return false;
+                }
+
                 if (isCareerMode)
                 {
                     if (isKerbalLimited && FlightGlobals.ActiveVessel.GetVesselCrew().Exists(c => c.experienceTrait.TypeName == "Engineer"))

--- a/KerbalEngineer/Flight/Sections/SectionEditor.cs
+++ b/KerbalEngineer/Flight/Sections/SectionEditor.cs
@@ -103,7 +103,6 @@
         {
             try
             {
-                RenderingManager.RemoveFromPostDrawQueue(0, this.Draw);
             }
             catch (Exception ex)
             {
@@ -120,7 +119,6 @@
             {
                 this.InitialiseStyles();
                 //ReadoutCategory.Selected = ReadoutCategory.GetCategory("Orbital");
-                RenderingManager.AddToPostDrawQueue(0, this.Draw);
             }
             catch (Exception ex)
             {
@@ -135,8 +133,13 @@
         /// <summary>
         ///     Called to draw the editor when the UI is enabled.
         /// </summary>
-        private void Draw()
-        {
+        private void OnGUI()
+        {
+            if (FlightEngineerCore.IsDisplayable == false)
+            {
+                return;
+            }
+
             this.position = GUILayout.Window(this.GetInstanceID(), this.position, this.Window, "EDIT SECTION - " + this.ParentSection.Name.ToUpper(), this.windowStyle).ClampToScreen();
             this.ParentSection.EditorPositionX = this.position.x;
             this.ParentSection.EditorPositionY = this.position.y;

--- a/KerbalEngineer/Flight/Sections/SectionModule.cs
+++ b/KerbalEngineer/Flight/Sections/SectionModule.cs
@@ -31,10 +31,11 @@
 
 namespace KerbalEngineer.Flight.Sections
 {
+    using Unity.Flight;
     /// <summary>
     ///     Object for management and display of readout modules.
     /// </summary>
-    public class SectionModule
+    public class SectionModule : ISectionModule
     {
         #region Fields
 

--- a/KerbalEngineer/Flight/Sections/SectionWindow.cs
+++ b/KerbalEngineer/Flight/Sections/SectionWindow.cs
@@ -116,7 +116,7 @@
         /// <summary>
         ///     Called to draw the floating section window when the UI is enabled.
         /// </summary>
-        private void Draw()
+        private void OnGUI()
         {
             if (this.ParentSection == null || !this.ParentSection.IsVisible || (DisplayStack.Instance.Hidden && !this.ParentSection.IsHud) || !FlightEngineerCore.IsDisplayable)
             {
@@ -165,7 +165,6 @@
         /// </summary>
         private void OnDestroy()
         {
-            RenderingManager.RemoveFromPostDrawQueue(0, this.Draw);
             GuiDisplaySize.OnSizeChanged -= this.OnSizeChanged;
         }
 
@@ -192,7 +191,7 @@
         {
             this.windowId = this.GetHashCode();
             this.InitialiseStyles();
-            RenderingManager.AddToPostDrawQueue(0, this.Draw);
+
             GuiDisplaySize.OnSizeChanged += this.OnSizeChanged;
         }
 

--- a/KerbalEngineer/KerbalEngineer.csproj
+++ b/KerbalEngineer/KerbalEngineer.csproj
@@ -34,22 +34,25 @@
     <AllowUnsafeBlocks>false</AllowUnsafeBlocks>
   </PropertyGroup>
   <ItemGroup>
+    <Compile Include="AppLauncherButton.cs" />
+    <Compile Include="AssetBundleLoader.cs" />
     <Compile Include="Control\IControlPanel.cs" />
     <Compile Include="Control\Panels\BuildOverlayPanel.cs" />
     <Compile Include="Control\Panels\BuildEngineerPanel.cs" />
     <Compile Include="Editor\BuildAdvanced.cs" />
+    <Compile Include="Editor\BuildAppLauncher.cs" />
     <Compile Include="Editor\BuildOverlay.cs" />
     <Compile Include="CelestialBodies.cs" />
     <Compile Include="Editor\BuildOverlayPartInfo.cs" />
     <Compile Include="Editor\BuildOverlayResources.cs" />
     <Compile Include="Editor\BuildOverlayVessel.cs" />
-    <Compile Include="Editor\BuildToolbar.cs" />
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     <Compile Include="Extensions\FloatExtensions.cs" />
     <Compile Include="Extensions\OrbitExtensions.cs" />
     <Compile Include="Extensions\StringExtensions.cs" />
     <Compile Include="Flight\ActionMenuGui.cs" />
+    <Compile Include="Flight\FlightAppLauncher.cs" />
     <Compile Include="Flight\Presets\Preset.cs" />
     <Compile Include="Flight\Readouts\Miscellaneous\SystemTime.cs" />
     <Compile Include="Flight\Readouts\Miscellaneous\VectoredThrustToggle.cs" />
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-  <ItemGroup />
+  <ItemGroup>
+    <ProjectReference Include="..\KerbalEngineer.Unity\KerbalEngineer.Unity.csproj">
+      <Project>{5387bb1e-32b1-4bac-b03f-100570b9554c}</Project>
+      <Name>KerbalEngineer.Unity</Name>
+      <Private>False</Private>
+    </ProjectReference>
+  </ItemGroup>
   <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
   <Target Name="PostBuildMacros">
     <GetAssemblyIdentity AssemblyFiles="$(TargetPath)">

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 Binary files /dev/null and b/Output/KerbalEngineer/KerbalEngineer.Unity.dll differ
 Binary files a/Output/KerbalEngineer/KerbalEngineer.dll and b/Output/KerbalEngineer/KerbalEngineer.dll differ
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--- a/Output/KerbalEngineer/KerbalEngineer.version
+++ b/Output/KerbalEngineer/KerbalEngineer.version
@@ -11,8 +11,8 @@
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-		"MINOR":0,
-		"PATCH":5
+		"MINOR":1,
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+- Assets/Images/flight-menu-background.psd
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