During my long session in the editor, I have noticed many times that the camera didn t still in position, making the reference plane not horizontal anymore (and Y axy not vertical too) so I suspected a hidden command that allow to tilt the camera on the left or right, but I haven't found how to do it by myself.
But now it could be very usefull to use it, so I' ll ask to devs: What is the command to rotate the camera view around the center of the screen?
While you select voxels and use the commands shift + arrow ( ^ up, v down, < left, > right, page up, page down (previously alt & ctrl)), if there is voxel(s) with negative value(s) not near voxel(s) with positive value(s), after each move of the selection, the one(s) with negative value(s) will be wiped from the selection and you have to reselect it(them) again, and this for each selection move. It turn to be very painfull after a while.
(Note: these commands are not quoted and explained in the tutorial. Also using shift + alt & ctrl was a way more fast than using shift + ^ pg up & v pg down but not pratical for multi keyboards types users because shift + alt is a command for switching between them. However shift + ^ pg up & v pg down is not pratical and fluid if you have to place it in the editor manipulation , you have to switch to one side of the keybord to another. It don't annoying me because I have a mousse with several buttons and configure them to use these keys but a simple mousse things are not easy.)
It will good to and add a section for iso editor (create) in the hotkeys option, for changing commands. For a Azerty keyboard users like me, switching between azerty and qwerty could be annoying and cause conflicts especially if the iso editor still to be used in qwerty.
Regarding custom turret editor:
I'm not a big fan of the actual custom turret editor but it didn't stop me to used it for a while and after some hours I still think It should not be only limited to make custom sentry but also turret for base defense and for iso vehicle.
(Also dissociate it in 3 parts could make them more attractive to do because actually you have to 1. make the line of fire cleared or 2. cover the whole turret with a sphere or 3. make whatever you want but when the turret will fire, it will be unrealistic.
If you have made the custom turret editor like the weapon editor, with only muzzle/cannon/launcher/... parts, we do not have to be forced to hide the cannon support and the base. Having the whole the turret design is good to have a little idea of what you should do at the beginning but after will become a pressure. If you decide to make this for vehicle iso, please allow multiple muzzles 1~3 but limit the number of muzzle parts by isos, not the number of turret. (exemple: if you have a limit cap of 10 parts by iso and turrets with 2 parts you can only use 5,...)
The laser turret part muzzle say nothing to me, certainly because there is no output. So I have to reshape the turret heavily and several times in something I could accept. And now I don't even know own to reload it, so another question: How to reload laser turret ?
Regarding custom turret editor:
There is already some recent suggestions about it so I'll won't extend the topic. but I'll just say that the body parts can't be hidden and it can't allow you to select voxels if you are inside the part.