8 hours, back with new launch laser.
Doomed check only registers the player as doomed if they are over nothing and have a location below a certain threshold on the z axis.
Launch laser, rework. The old launch laser was more of a launch beam anyway. The launch laser is now a single large fast moving projectile that gibs enemies and their projectiles. Materials come from the gun 3 laser. Has a large tail that lingers after destruction. Is destroyed when a set distance from the play field. During launch M2 down starts a hover. M2 up, land, or hover expire all fire the projectile and exit hover.
Fixed launcher bounce path calculations going infinite and crashing the game. If loop detected the calculations are stopped and the bounce count is spit out as 99 which will eliminate the path as a reasonable choice.
Working on launch state helplessness. The launch state is neat, but after doing a launch action the player is helpless until they hit the ground. Some of this stress is relieved by the addition of air control during the airborne period after using a launch action (hover/m1/m2).
Layer standardization and tracing correction.