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Editor:
Selection prioritizes handles over regular objects. Basically if a handle has a kind of X-ray effect where you can see it through other objects, that means selection will prioritize it. I did this because the handles can be very easily obscured and you would otherwise have to rotate the camera a lot to be able to see them. So basically if you want to select something like a tree, and a handle happens to be directly behind where you selected, you will select the handle instead.
Selection also has a bit of padding so that you don't have to be extremely precise with your clicks to select something, you just have to be relatively close with your cursor and it will select it. This definitely isn't perfect and sometimes makes you select the wrong thing, but most of the time it's much better than if it didn't have the padding at all.
Here's actually the specific order that the game checks to see what you selected:
1) Handles directly behind the cursor.
2) Normal objects directly behind the cursor.
3) Handles near the cursor.
4) Normal objects near the cursor.
The object walls can only be selected by selecting the edge or point handles. I did this for 2 reasons:
1) Most of the time it would be annoying to have the walls blocking selection, like what I mentioned earlier about handles being obscured. Walls were the main culprit that would prevent you from selecting handles.
2) Performance, making all of the walls selectable could really make things laggy.
The main problem I see with your suggestion is that hiding the handles of greens makes it a lot less likely that the handles of joining greens will line up. As much as I wish this wasn't a problem, the physics engine really does not like it and having misaligned greens can cause physics issues that you mention later on.
Camera:
The speed up actually increases the camera speed by 2x. Also, the Free Look camera speed up appears to be working for me (I haven't rebound any controls).
The speed of the orbit camera changes based on how zoomed in you are. If you are zoomed in close it moves slowly. Zoomed out far and it moves faster. I guess I always use the middle-mouse and drag method to pan the camera, so the WASD movement perhaps isn't as fine-tuned as it should be. Adding a camera move speed slider is a good idea, though.
All that said, I am glad you are enjoying the game despite these issues.
- Kevin
Okay, but here's the ACTUAL problem that triggered this: If I select the wall by it's point handles, I can't delete it with the delete key.
Thanks for the other tips.