3.8.0.4 More small fixes and campaign updates

From the Depths

Over 1000 unique components allow you to build and command voxel vehicles from the deep ocean to outer space! Forge strategies, allegiances and fleets strong enough to destroy eight deadly factions of the planet and reign supreme. A genre-defying mashup of simulation, building, RTS and RPG.

Fixes: Multiplayer - Resource zones will now no longer be infinite in multiplayer if they've been set to be finite in the world editor. Fuel build UI - Same treatment the plasma one has had. Will gradually roll this out where its appropriate and possible to do. [Neter] Brigand (DWG): New carrier ship that deploys a helicopter and launches barrages of missiles at its foes from afar. Godly difficulty, adventure difficulty 30. Flail (GT): Minor deco update. Gog (GT): Deco fixes, minor block adjustments. ICBM (GT): Fixed a few disconnected CJEs, deco updates. Morningstar (GT): Same as Flail. Velocity (SD): Overhauled; still retains its original role as a high-speed missile plane. Hard difficulty, adventure difficulty 30. Anguish (TG): Updated CA parameters. Spite (TG): Updated scuttling. Spear (OW): Fixed duplicate airpumps/connection logic. Umbra (LH): Now classified as a submarine Banshee (SS): Fixed missing glass block. Damacy (GT): Fixed side turret rotation. Peacekeeper (SD): Retired, awaiting rework. [AotE] Dust Chopper (DWG): New DWG bike unit; a small, fast, agile unit with a powerful missile. Adventure difficulty 5. Smuggler (DWG): New DWG tank; a monosider with a mixture of cannons and missiles. Adventure difficulty 25. Tuareg (DWG): Entirely overhauled; a large mobile base with a large assortment of weaponry alongside 2 Copperheads and 2 Dust Choppers accompanying it. Will be updated with adventure difficulty once validated. Longhorn (OW): Overhauled and added back to active roster; an aggressive, ramming tank. Have you ever had a castle drive into you at over 80 m/s? Adventure difficulty 60. - Fixed a "too high" scuttling problem for various land designs (and their subconstructs) - All AotE designs have had their collision avoidance parameters adjusted from the 50s default. There is likely room for optimization here that will be addressed based on feedback/extensive testing. [Glao] Emerald (OFD): Now properly spawns in the air. Whoops. Helicopter (TRD): Removed dediblades, minor deco overlapping fixes. Likely slated a for a rename/rework in the future. - All designs through Neter, AotE, and Glao should have updated collision avoidance settings (Christmas campaign will get a passover in the near future). Note that there may be some mistakes with the parameters, which can be updated based on feedback. However, craft intended to ram should at least try to ram properly. If designs aren't behaving as intended, please report it to the unit-design-bugs channel on Discord.