chore: storing version and changelog
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## [4.0.0-alpha.222](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.222) (2022-10-30)
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### Bug Fixes
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* ensures a failed command/event doesn't leave the game in a state where it isn't accepting inputs. ([88214e4](https://github.com/godot-escoria/escoria-demo-game/commit/88214e46116d56ee6d0c84f38e80c3c41d1fc633))
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## [4.0.0-alpha.221](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.221) (2022-10-24)
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## [4.0.0-alpha.221](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.221) (2022-10-24)
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@@ -1255,7 +1255,7 @@ func export_player(scene_name) -> void:
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var collision_shape = CollisionShape2D.new()
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var collision_shape = CollisionShape2D.new()
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progress_bar_update("Creating collision shape")
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progress_bar_update("Creating collision shape")
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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collision_shape.shape = rectangle_shape
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collision_shape.shape = rectangle_shape
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collision_shape.shape.extents = export_largest_sprite / 2
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collision_shape.shape.extents = export_largest_sprite / 2
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collision_shape.position.y = -(export_largest_sprite.y / 2)
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collision_shape.position.y = -(export_largest_sprite.y / 2)
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@@ -1342,14 +1342,14 @@ func export_generate_animations(character_node, num_directions) -> void:
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var current_ticks = OS.get_ticks_msec()
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var current_ticks = OS.get_ticks_msec()
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if current_ticks - display_refresh_timer > 30:
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if current_ticks - display_refresh_timer > 30:
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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display_refresh_timer = current_ticks
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display_refresh_timer = current_ticks
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if num_directions == 4:
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if num_directions == 4:
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progress_bar_update("Processing "+str(animtype)+" "+str(anim_dir),2)
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progress_bar_update("Processing "+str(animtype)+" "+str(anim_dir),2)
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else:
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else:
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progress_bar_update("Processing "+str(animtype)+" "+str(anim_dir),1)
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progress_bar_update("Processing "+str(animtype)+" "+str(anim_dir),1)
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var anim_name = "%s_%s" % [animtype, anim_dir]
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var anim_name = "%s_%s" % [animtype, anim_dir]
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var metadata = anim_metadata[get_metadata_array_offset(anim_dir, animtype)]
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var metadata = anim_metadata[get_metadata_array_offset(anim_dir, animtype)]
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