8 hours, save phases 2 & 3.
Blocked out the timing and visuals associated with the two main save phases.
Rewired the player to still visually react to pick ups, but gun upgrade checks are now called from elsewhere. The test to see if the player has gathered enough pick ups to upgrade their gun responds with the number the player is short if they do not meet the threshold. Broke and fixed the first person character and general game mode repeatedly stripping out the various checks that were in place to make sure the player was on gun based on their current pick up count.
Added, recording and dissemination of the following data points: pick ups in the gate, pick ups touched by the player, and the player's gun level, at each save phase end.
Loads of frame work is in for save phases draining the player's portal to help give them the player the required pick ups for hitting their gun threshold, but it is untested.
Desired functionality is that pick ups will drain from the portal, the player will collect them, hit the threshold and get the new gun. The player will have to make up for these pick ups coming from the portal in an end game apology phase.