chore: storing version and changelog
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## [4.0.0-alpha.167](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.167) (2022-04-23)
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### Features
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* Save objects states in Obj Manager to keep them btwn rooms ([#554](https://github.com/godot-escoria/escoria-demo-game/issues/554)) ([4b2b6f5](https://github.com/godot-escoria/escoria-demo-game/commit/4b2b6f516e01e9e84fc99db5aa579d78d6dadc49))
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## [4.0.0-alpha.166](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.166) (2022-04-21)
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@@ -164,7 +164,7 @@ func register_object(object: ESCObject, room: ESCRoom = null, force: bool = fals
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]
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)
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return
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# Object exists in room, set it to is last state (if different from
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# Object exists in room, set it to is last state (if different from
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# "default")
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elif _object_exists_in_room(object, room_key):
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# Object is already known, set its state to last known state
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@@ -209,8 +209,8 @@ func register_object(object: ESCObject, room: ESCRoom = null, force: bool = fals
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var objects: Dictionary = _get_room_objects_objects(room_key)
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objects[object.global_id] = object
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# If object state is not STATE_DEFAULT, save it in manager's object states
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# If object state is not STATE_DEFAULT, save it in manager's object states
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if object.state != ESCObject.STATE_DEFAULT:
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if get_object(object.global_id) == null:
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escoria.logger.report_errors(
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@@ -367,7 +367,7 @@ func unregister_object(object: ESCObject, room_key: ESCRoomObjectsKey) -> void:
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if object.node != null:
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object.node = object.node.duplicate()
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register_object(object, null, true)
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if object.state == ESCObject.STATE_DEFAULT:
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room_objects.erase(object.global_id)
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