8 hours, save data.
Solved an issue where the run checkpoint load was removing too much phase data when respawning the player, leading the loaded phase's time to have no comparison point and thus a massive duration.
Solved split times and gold splits coming from the same data having rounding differences by making a standard function for truncating floats for display.
Fixed an extra phase of section 2 being blacked out on the play menu visualization bar.
Changed the way that the player character determines it's weapon to spawn in with. Instead of a cumulative pick up count the player character now looks over the loaded save data to see how many sections have perfect pick ups and loads with a corresponding weapon. This will lead to weapons tweaks.
Moved the section reports off using cumulative player pick ups and onto comparing section collected pick ups.