When you select the terrain the view port rotation becomes locked and you can't rotate
I can't reproduce that. How do you make this happen?
the ability to position the terrain would be nice instead of it being locked to a single position
I thought about this and could add it by making the node inherit Spatial, but I'm not sure if rotation and scaling are relevant for this kind of node :|
It seems that right click is to add and left is to subtract? are these shortcuts?
These are shortcuts, yes. Otherwise painting modes are selected using the bottom UI.
The Height property does not take input.
This property is used for the Flatten paint mode, it sets the height to a given value (because other tools work in relative mode rather than setting absolute heights).
I've also heard that the dev team is planning a terrain editor for 3.0 release. Will it be based on your implementation or something totally different?
I have no idea, this is the first time I hear about this. If they implement a heightmap, it could be nice in 90% of cases, however it has downsides such as inability to make caves, lighting artifacts, and I'm concerned about the implementation itself (LOD, scalability, infinite terrain support, node-that-handles-everything-making-codebase-huge-one-or-nothing...), I mean even if there is a Terrain class coming to Godot in 3.0, there are so many ways of making one that making a custom C++ thing would be great too :p
To be honest, my tool is mostly a proof of concept at the moment, and I see so many improvements to do, but so few I can do in GDScript, and it demotivated me a bit so I prioritized other projects as I don't need terrain myself, for now. Blender is still the best option for terrains, althought it's impractical for chunking. I'm also interested in voxel stuff (Minecraft cubes, Transvoxel algorithm, theory of Terrain unification of the infinite and all that), so it's possible that I work on something a bit more general in the future.
My Terrain node is open-source btw, so anyone can improve it as well, it's not that complicated in fact :)