Sion,
I had a chance to run through your bug list and have noted the following:
General
- Sliders - Yes, they're tiny, but given the workspace available they work.
- Preferences - Is still a work in progress. In fact, the camera controls you mention can be done through the camera controls at the bottom of MW3D.
View
- I was unable to reproduce either the camera movement stopping on key change or the shape re-scaling (it never snapped back).
Terrain creation
- Concave Up/Down - This worked in my tests and will be covered in an upcoming vGuide (video Guide) tutorial.
- Paint - A vGuide tutorial titled "Real-Time_Terrain_Smoothing" details this tool in depth.
- Noise terrain & Inverse - Both are verified as bugs.
- Smooth terrain - Verified.
- Export heightmap extension - Ok. Consider it done.
Editing terrain
- Terrain marker not centered with mouse - I've tested this and seen it happen several times. On a whole it stays centered, even through terrain editing, but I'm looking into the exceptions.
- Lowering terrain - For now think of this as a controlled erase feature. Instead of blanking out the entire terrain map only portions are negated. Brush strength control is in the works.
- Terrain textures - This is a two part answer: first, watch the upcoming vGuide tutorial titled "Terrain Textures". It will answer applying textures and the blending of the texture with the color grid. Second, in my tests the textured terrain remained throughout real-time editing. If you used the New or Import Heightmap options it creates a new terrain so your old textures are not applied (though I have found a bug that leaves the textures listed when such an event occurs).
- Paint Texture - Color painting still in development. Also, please note that there are two terrain modifiers named Paint. One is meant to color the terrain while the Tool named Paint is actually real-time smoothing (see the vGuide tutorial titled "Real-Time_Terrain_Smoothing").
- Vegetation layer - A vGuide tutorial will be out very soon to cover the current functionality. For now, selecting a type of Grass1 or Grass2 are your best bets.
- Terrain Flatten / Water Surface - The current implementation is a starting point only.