8 hours, bugged launch height.
Revisited a bug that has been 'solved' a number of times, when the player touches a launch pad while firing a weapon (thus triggering a new launched state) the calculations for reentering the launched state would generates 5x the desired height. After tinkering with the access to the states and coming up with a temp solution of launching resetting the variables tracking mouse button's down I rewrote the calculations. The new launch reentry calculations re-aim the player at the launcher's desired end goal by jumping the player's speed back to what it should be according to the time spent in the launch arc before its interruption. To make this easier the launcher does not launch the character, it instead passes a desired launch velocity to the player which launches itself and uses that data for recalculation. Doing the reentry this way means that we do not need to shy away from recalculating the player speed if they come in contact with an obstacle. The detection for this has been removed. Some of the variables remain as they are used for stopping the player from reentering the launch arc if they do not complete the full duration of a hover.
The temp solution of requiring a new mouse input to trigger an alt launched state is still in because I like the player not accidentally triggering launch bomb after fighting to the launcher.
Spent hours trying to figure out why the walkers cannot path to the turrets. I don't think it's a problem with the walker goal finding, nor their selection of pathing options, nor the nav mesh being fractured due to poor floor structure, nor a simple matter of changing the layer responses to the grounded enemy channels. Some of these work, but with new issues arising. With all these fixes attempted I am going to take this opportunity to rework the turret's structure so that it hopefully is easier to path to and looks sturdier.