chore: storing version and changelog
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## [4.0.0-alpha.175](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.175) (2022-04-30)
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### Bug Fixes
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* disable ESCGame inputs until signal room_ready is emitted ([#582](https://github.com/godot-escoria/escoria-demo-game/issues/582)) ([8a58aa7](https://github.com/godot-escoria/escoria-demo-game/commit/8a58aa7efc8cc27124f583789fb8f493b2ee3366))
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## [4.0.0-alpha.174](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.174) (2022-04-30)
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## [4.0.0-alpha.174](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.174) (2022-04-30)
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@@ -38,7 +38,7 @@ export(NodePath) var ui_parent_control_node
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# A reference to the node handling tooltips
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# A reference to the node handling tooltips
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var tooltip_node: Object
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var tooltip_node: Object
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# Boolean indicating whether the game scene is ready to accept inputs
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# Boolean indicating whether the game scene is ready to accept inputs
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# from the player. This enables using escoria.is_ready_for_inputs() in _input()
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# from the player. This enables using escoria.is_ready_for_inputs() in _input()
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# function of game.gd script.
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# function of game.gd script.
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var room_ready_for_inputs: bool = false
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var room_ready_for_inputs: bool = false
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@@ -56,10 +56,10 @@ func _enter_tree():
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self,
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self,
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"_on_action_finished"
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"_on_action_finished"
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)
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)
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escoria.main.connect(
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escoria.main.connect(
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"room_ready",
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"room_ready",
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self,
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self,
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"_on_room_ready"
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"_on_room_ready"
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)
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)
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@@ -91,7 +91,7 @@ func set_scene_finish() -> void:
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clear_previous_scene()
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clear_previous_scene()
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emit_signal("room_ready")
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emit_signal("room_ready")
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# Cleanup the previous scene if there was one.
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# Cleanup the previous scene if there was one.
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