Who doesn't like running through the lumber mill with gasoline and a torch?
My job, in one sentence.
And my job is apparently designing lumber mills full of torches.
Sorry about that bug, guys -- Keith's fix was indeed the correct one, and is now out. It was something that I had looked at and thought "now why is that code that way, that doesn't make sense." Bearing in mind this was code I originally wrote in 2008, most likely. Since the far zoom stuff was affecting the textboxes, I tried changing it and it didn't seem to have any effect on the graphics. And the logic made more sense, too. Didn't affect the textboxes, though.
So it was one of those things where I was like "well, may as well leave it in a more sensible state than I found it, I guess."
Turns out it actually IS the more sensible state, but the health bar drawing and the selection box drawing both rely on it being wrong, so they draw wrong when it is corrected. So... yep, just put it back the way it used to be.
It's not a bug or anything, it's just remembering the zoom level after it stops applying the zoom transform, rather than clearing the zoom level to 1. Not really even that nonsensical, and it's hard to explain because the renderer and the viewport have separate zoom trackers (so that the renderer can render in screen or game coordinates, or in game coordinates but at full scale, such as for text or icons).
Anyway, all fixed.