8 hours, check pointing loads. I am very close to taking a break. This check point system is the last major feature I've had my eye on. I would like to do some QA, then I am going to make footage of this build, reach out to some folks, and take some days rest.
Phase load maintains the constructed progress of the portal. Whatever was glowing at the time is glowing and whatever was hardened is hardened. These are recognized within the portal.
Cleaned up the respawn player function a bit, also broke it a lot, also fixed it.
Solved some issues to do with losing objects during phase resets.
Loading into launch state and launch selection state renders their screen effects.
Fixed walkers being unable to work on landed shooters.
Improving the data saved for highest save phase reached requires the player to be in one of the three save states (AKA once again, solved the play menu presented options for practice phase start).
Some section 0 repacing. Sneaking starts earlier and more explicitly. Tightened up some of the wait times.
When the player is launched pursuing walkers will path to the player's predicted landing point in anticipation. This lets up spawn the second wave of walkers in Wx1 sooner, which allows the player something to shoot at with their first empower launch state.