Following up on the widget support post, a handful of keybind editor changes were included in the most recent release.
Back in the original post I mentioned that modifier-only keybinds were intentionally missing from the editor - that's no longer the case. The editor can now capture a modifier key on its own, so actions like box select add / remove and camera tilt / rotate now show up and can be rebound. Capturing follows the same rules the engine uses for key chains: holding Shift and pressing A gives you Shift+A, while tapping Shift and then pressing A gives you the chain Shift, A.
Custom and unit selection keybinds can also now be dragged into whatever order you like. This isn't just cosmetic - the order is what ends up in uiKeys.txt, and when two actions share a key, it decides which one wins.
Several widgets ship disabled by default (squad selection, FactoryQ, FOV changer, loop select and picture-in-picture), but their keybinds used to sit in every shipped profile whether you used them or not. Those default keybinds now live in each widget's own manifest - the same mechanism custom widgets use - so they only show up in the editor, and only get bound, once you actually turn the widget on.
The rest of the technical details:
selectloop_deselectKEYSYMS table is now deprecated in favor of Spring.GetKeyCode. It still works exactly as before, but logs a deprecation warning when read, so now's a good time to switch over
