* Spectating while you're dead will now focus on other targets in the same way as if you were alive.
* Updated tooltip for "Map Interval" to clarify that campaign and survival maps have a fixed interval of 1.
* Updated map rotation information in the scoreboard for campaign and survival maps that have a fixed interval of 1.
* Fixed a bug where fast moving missiles (created from scripts) could clip through players and hit objects behind instead, e.g. when standing against a wall.
* Fixed a bug where the initial selected map would be skipped when map rotation interval is set to 1 when creating a new game.
* Fixed a bug where SpawnWeapon markers didn't handle Streetsweepers, resulting in a magenta tile.
* Fixed a bug where MedicalCabinet00 couldn't be targeted by other triggers.
* Fixed some faulty tile textures.
ScriptAPI:
* Added Events.PlayerKeyInputCallbackEvent to be able to listen on player key input.
* Added IPlayer.KeyPressed(..), IPlayer.KeyMovementIsFlipped, IPlayer.KeyDoubleTapSprintEnabled, IPlayer.KeyAttackAndBlockToGrabEnabled to be able to read pressed key states.
* Added IGame.SlowmotionModifier to be able to read the current speed of the game.
* Added Events.ProjectileCreatedCallback to be able to listen on created projectiles.
* Added IGame.GetBurningObjects() to be able to get all burning objects.
* Added IGame.GetFireNodes(..), IGame.EndFireNode(..) to be able to read and remove fire in the world.
* Updated IGame.SpawnProjectile(..) to return IProjectile instance.
* Updated ProjectileHitArgs with property bool RemoveFlag to determine if the projectile is going to be removed by the hit or not.
* IObject.TrackAsMissile(..) now registers it as thrown from a player.
* IPlayer.SetHitEffect(PlayerHitEffect.Metal) now plays a generic metal-destroy effect and sound instead of the gib effect.
* Made it possible to both call IPlayer.AddCommand(..) and IPlayer.SetInputEnabled(true) in the same update and still make the command execute.
* Fixed a bug where Events.OnObjectCreatedCallback wouldn't run unless you had registered Events.OnObjectTerminatedCallback as well.