chore: storing version and changelog
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@@ -1,3 +1,12 @@
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## [4.0.0-alpha.237](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.237) (2022-12-09)
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### Bug Fixes
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* disallows dialog blocks that aren't properly indented; however, this also changes how dialog options are parsed and will require substantial testing. ([0ff3513](https://github.com/godot-escoria/escoria-demo-game/commit/0ff35136ba1dd1be9749a90d65721264ed3f5c22))
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## [4.0.0-alpha.236](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.236) (2022-12-04)
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@@ -138,7 +138,7 @@ func character_creator_reset() -> void:
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# For unknown reasons the above doesn't cause the trigger to fire so manual steps required
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get_node(DIR_COUNT_NODE).get_node("eight_directions").pressed = false
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get_node(DIR_COUNT_NODE).get_node("two_directions").pressed = false
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get_node(DIR_COUNT_NODE).get_node("two_directions").pressed = false
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get_node(DIR_COUNT_NODE).get_node("one_direction").pressed = false
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get_node(ANIM_TYPE_NODE).get_node("walk_checkbox").pressed = true
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@@ -977,8 +977,8 @@ func directions_on_two_directions_pressed() -> void:
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direction_selected = DIR_RIGHT
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activate_direction(DIR_RIGHT)
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reset_arrow_colours()
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# If 1 direction was already selected, don't let it be unselected.
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# If previously selected direction is now invalid, change it to a valid one.
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func directions_on_one_direction_pressed() -> void:
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@@ -1145,7 +1145,7 @@ func reset_arrow_colours() -> void:
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direction_selected = DIR_DOWN
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get_node(ARROWS_NODE).get_node("Container_up").get_node("ColorRectSpacer").visible = true
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get_node(ARROWS_NODE).get_node("Container_left").get_node("ColorRectSpacer").visible = true
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for dir in dir_list:
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if anim_metadata[get_metadata_array_offset(dir)][METADATA_SPRITESHEET_FIRST_FRAME] > 0:
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