6 hours, new field clear method.
We have forward movement today. We are getting through the first 5 phases of section 2 now. We are losing a couple fancy bits, but it’s fine, the functionality is very exciting. I’ll do more experimenting tomorrow, but I think we might be able to get through the whole thing with a couple more fixes. At that point, we are going to move as much of the game mode’s control over spawning the player and manipulating the flow of stages and phases as we can to the spawn manager.
Field clear interface moved to a new c++ interface so that when we advance the phase we can kill possible threats that are not currently threatening.