Align Selection:From the manual
To use align selection , select an object, press the align selection button, then click the destination object. All transforms (position, rotation, scale) will be copied from destination object to your initial selected object.
Also accessed by: Modify -> Goto Selection Modify -Y Align/Snap -> Align to Object
This probably the tool that saves the most time of the all. It allows you to always have your objects aligned, no matter how you rotate them, they will always snap together!
This is a huge timesaver! Bind a key (R) to Modify/Fast Rotate/ Rotate Z Axis.
Then use the Modify/Fast Rotate/Rotate Angle to set a snap angle. I choosed 22.5.
Now I can move around and rotate entites without switching gizmos. You now also have two diffrent angle snaps, one for the gizmo and one for the fast rotate.
Just try it and you will love it! If have you used Radiant, you this was something that you probably missed in Sandbox 2.
"Show screentips on Toolbars".
In the menu Tools / Customize Keyboard/ Options / Other you can enable "Show screentips on Toolbars". This will allow you to hover the mouse over an icon in the editor, and if there is a hotkey for it, the hotkey will be displayed aswell. This option was not enabled by default for me.
Quick Snap: Ctrl+Shift+LMB
I've seen that alot of people have asked how to correctly place objects they'ev added to their level, and the answer they get is to use the follow /snap terrain option and then move the object around. There is another. better way and that is to select move and use ctrl + shift + left mouse button and then click anywhere (terrain or object) to snap the selected to where you click, instead of using the transform gizmo. This temporarly overrides the Axis locks. (This tip is in the manual, but maybe overlooked by it's readers?)
Select and Move: 1
Select and Rotate: 2
Select and Scale: 3
X: Ctrl + 3
Y: Ctrl + 4
XY: Ctrl + 2
Follow Terrain: Ctrl + 1
Saving and Backup:
Hold and Fetch:
File / Hold = Ctrl + Alt + H
File / Fetch = Ctrl + Alt + F
These to commands will make (Hold) a backup of your level.cry in your Level folder, called Editorhold.cry. You can load this backup by using Fetch or File/Load . The editor will overwrite the Editorhold.cry everytime you select Hold, it will not save the level as a new file.