Yes I do plan another standalone once I stopped fiddling with it. There are a huge amount of new toys here in addition to the player physics interaction stuff and it will take people a while to learn how to integrate them within a game environment, even I'm doing a lot of head scratching trying to work out how to best show the new features off in a demo level using stock models.
For the player physics stuff (pickuppables mark II) I have the controls as:
Left Mouse Button (LMB) click to pick up - click again to drop.
Right Mouse Button (RMB) hold to rotate picked up item using mouse left/right for rotate in 'Y' up/down for rotate in 'X' (actually yaw & pitch).
Modifier keys:
Hold E and press LMB to 'push' an object when not carrying it otr to 'throw' when carrying.
Hold R and LMB to 'pull' an object.
Hold Space Bar down when carrying in conjunction with WASD to 'creep' around for fine positioning.
Pressing any 'weapon' select key (1-9) will drop whatever is being carried.
Player speed is adjusted automatically depending on how much is being carried, 'jump' is disabled when carrying, currently 'sprint' is not disabled but we'll see whether people think that should be added when more people have played with it.
Toying with using the mouse wheel to change the distance the object is being carried at.
Lee mentioned that FPSC used a different scheme, i.e. LMB to pick up and RMB to drop, then second LMB to throw. I could offer this as an alternative if people want, maybe use R key modifier to rotate the entity and E+LMB to push, E+RMB to pull, would that be something you guys want?
Alternatively I could put a configuration command in the physics module which could be called to specify the controls to use.
Been there, done that, got all the T-Shirts!