Download update version 0.1w
Fixed input handling when refocusing window by other means than clicking it.
Fixed key Alt conflicting with key Ctrl for other functions than Line.
Fixed weird selection frame when changing selection size while holding key Alt.
Fixed crash when trying to manually flip / rotate while changing selection size.
Fixed some minor issues with hidden Gui mode and hotkeys.
Fixed insufficient precision of vertex coordinate arithmetic.
Fixed or reduced artifacts in the rendering of cubes (breaking seams).
Changed default Field of View from 90 degree to 87.5.
Changed world size from 15 to 16 levels.
Changed miniumum move speed from 9 to 8.
(The scale has a better feel to it now.)
Changed mini cams to no longer transfer grid mode to main cam.
Changed default mini cams to orthographic projection, until you set them manually.
(Use F1-F4 + b to reset mini cams to that default.)
Added Presentation view mode for scene overview. Use key p to toggle it on/off.
When in this mode, your view is set to orthographic projection,
and your controls change: press keys w, a, s, d, q, e to rotate scene.
Ctrl + rotation key to keep a little spin in that direction going on its own.
Doing that several times in the same direction speeds it up.
In the opposite direction slows it back down again.
Doing a manual rotation in same direction or opposite cancels the auto spin.
Press key Enter to pause/resume all spinning.
Combine different directions at different speeds.
Finding weird spin patterns is fun to play with.
The Presentation mode remembers your auto spin settings,
so toggle in and out to work on your scene or watch it.
Shift + rotation key for one step by 45 degree.
You can swap palettes (arrow), toggle grid (tab),
reset view (b) and toggle mouse (spacebar) as usual.
Since Blackbox scale operates at the computational limits of computers,
we are wrestling with precision failures that cause artifacts in the rendering.
This is mostly caused by the Bit limits in floating point vertex coordinates.
We could greatly increase the scale of the visible world even more,
but then we'd also have to deal with ever so more pixel faults.
The current setting are right at the edge of this, a current sweet spot.
If consumer graphics hardware moves from 32bit to 64 bit precision processing,
this would give us a lot more room with a lot less artifacts to deal with.
But if necessary we could increase world size dramatically even now,
by 16 times in axis length, 256 times in surface area and 4096 times in volume
of the current one here, and try deal with the pixel faults by scene design.
However, for the time being, the current settings seem appropriate enough.