I haven't add ctrl+a thinking: working with all parts in the selection doesn't happen often. So it's probably better to keep that key binding free for some future feature.
For manual color assignment you can use the part properties dialog. You open that by clicking on the little position panel while a selection is active or by pressing the 'enter' key.
In a future version I will probably add a way to set the 'working color' using the keyboard. (e.g. typing 71 while the mouse is in the working color preview box.)
I have to 'upgrade' most of the 'artwork' some day, but I'm a bit lazy on that front. This is also the reason I used photo's for the part bin instead of even more crappy self made drawings.
Quote:I read this several times and it finally dawned on me that you may be referring to the last active orientation of the last part I inserted. This does not seem to make much sense though, because if I insert several parts and rotate them differently, if I select any of those parts and drag a new part in the new part will have the same rotation as the selected part. So why should it be different in copy&paste? if I copy the part shouldn't it be copied including the rotation of that specific part? Is there an advantage to doing it differently?
This is because the LDraw parts all have zero rotation, so it doesn't matter for them. But coping a selection uses the absolute placement matrix so they usually do have rotation. So when you have a brick placed at 90 degrees and copy it the paste will rotate the (90 degree rotated) brick again according to the last orientation (which could be something different if you e.g change the selection before using paste).
This is as it should be imho, cause other software has no way of knowing the rotation of the clipboard fragment otherwise. But I could add an option to the little dialog you get when you copy a selection (only shows if it's options are 'use full' on the selection) that lets you choose to 'remove' the rotation before placing it on the clipboard.
Quote:Another thought... have you considered the possibility of translating your program, making it possible for others to supply a translation in an easy format. I once looked into translating MLCad into Spanish (there is a partial translation, but it is incomplete and needs an update) but the skills and software required to do that were beyond my possibilities.
Yes, but I decided (for the time being atleast) against it for three reasons.
1. In my other LDraw program (LD4DStudio) I applied the full transparent language stuff and nobody has made a translation yet.
2. It's a pain to program, using all those constants instead of static text, which is not worth it when nobody uses it (#1).
3. The text that appears over the 3D rendering only supports 7bit ascii at the moment. (dialogs are full unicode though)
I might reconsider in the future if it gets requested a lot and I implement a way to render unicode in OpenGL.
Thanks for you thoughts.