chore: storing version and changelog
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## [4.0.0-alpha.180](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.180) (2022-05-02)
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### Bug Fixes
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* prevents the same event from being queued multiple times in a row ([0468817](https://github.com/godot-escoria/escoria-demo-game/commit/046881781285767ea911046c48a1eb60b4fabc4b))
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## [4.0.0-alpha.179](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.179) (2022-05-01)
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## [4.0.0-alpha.179](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.179) (2022-05-01)
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@@ -205,9 +205,9 @@ func queue_event(event: ESCEvent) -> void:
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escoria.logger.debug(message % [event.name, CHANNEL_FRONT])
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escoria.logger.debug(message % [event.name, CHANNEL_FRONT])
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return
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return
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elif _is_event_running(event, CHANNEL_FRONT):
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elif _is_event_running(event, CHANNEL_FRONT):
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# Don't queue the same event if it's already running.
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# Don't queue the same event if it's already running.
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escoria.logger.debug(
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escoria.logger.debug(
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"Event %s already running in channel '%s'. Won't be queued."
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"Event %s already running in channel '%s'. Won't be queued."
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% [event.name, CHANNEL_FRONT]
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% [event.name, CHANNEL_FRONT]
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)
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)
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@@ -248,9 +248,9 @@ func queue_background_event(channel_name: String, event: ESCEvent) -> void:
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escoria.logger.debug(message % [event.name, channel_name])
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escoria.logger.debug(message % [event.name, channel_name])
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return
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return
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elif _is_event_running(event, CHANNEL_FRONT):
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elif _is_event_running(event, CHANNEL_FRONT):
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# Don't queue the same event if it's already running.
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# Don't queue the same event if it's already running.
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escoria.logger.debug(
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escoria.logger.debug(
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"Event %s already running in channel '%s'. Won't be queued."
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"Event %s already running in channel '%s'. Won't be queued."
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% [event.name, channel_name]
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% [event.name, channel_name]
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)
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)
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@@ -370,5 +370,5 @@ func _get_last_event_queued(channel_name: String) -> ESCEvent:
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# *Returns* true iff event is currently running in the specified channel.
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# *Returns* true iff event is currently running in the specified channel.
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func _is_event_running(event: ESCEvent, channel_name: String) -> bool:
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func _is_event_running(event: ESCEvent, channel_name: String) -> bool:
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var running_event: ESCEvent = get_running_event(channel_name)
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var running_event: ESCEvent = get_running_event(channel_name)
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return running_event != null and running_event.name == event.name
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return running_event != null and running_event.name == event.name
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