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The gizmo worked in mesh-local millimetres while the texture is projected in the bake frame - world orientation and scale, anchored at the volume's origin. On an unscaled object the two agree, which is why this went unnoticed; on a scaled one the drawn tile differed from the rendered one by exactly the object's scale, and a rotated one would have skewed its axes as well. The anchor is carried into that frame at the point of use rather than stored converted, since the object can be moved, turned or scaled without leaving the mode. Getting from the frame to the screen is then a translation and nothing more, which is the point: rotation and scale are what a tile's millimetres must not be measured through. Also in this commit: a pale casing outside the dark halo, because a dark halo alone disappears against a dark backdrop and a photographic texture offers both within one tile; one rotate ring instead of four, moved to whichever corner the cursor is nearest and held there by a margin so it does not flit between two; one constant for the casing's width, after the move grip's dots turned out to carry nearly twice the casing of everything around them; a request for one more frame when a panel edit changes a preview parameter, since the panel is drawn after the 3D view and the edit was otherwise a frame late; and an animated illustration for the square-tile lock.