chore: storing version and changelog
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@@ -1,3 +1,12 @@
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## [4.0.0-alpha.218](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.218) (2022-09-14)
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### Bug Fixes
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* UI should now highlight proper verb instead of always going back to an item's default action ([62c2920](https://github.com/godot-escoria/escoria-demo-game/commit/62c2920439a4a7cb23b30b3be321bcaa43f0c286))
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## [4.0.0-alpha.217](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.217) (2022-09-13)
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## [4.0.0-alpha.217](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.217) (2022-09-13)
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@@ -130,7 +130,7 @@ func run() -> int:
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var rc = command_object.run(prepared_arguments)
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var rc = command_object.run(prepared_arguments)
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if rc is GDScriptFunctionState:
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if rc is GDScriptFunctionState:
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rc = yield(rc, "completed")
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rc = yield(rc, "completed")
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escoria.logger.debug(
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escoria.logger.debug(
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self,
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self,
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"[%s] Return code: %d." % [self.name, rc]
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"[%s] Return code: %d." % [self.name, rc]
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@@ -358,7 +358,7 @@ func _on_mouse_left_clicked_item(item: ESCItem, event: InputEvent) -> void:
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if not hover_stack.empty():
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if not hover_stack.empty():
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var next_item = hover_stack.pop_back()
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var next_item = hover_stack.pop_back()
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_on_mouse_left_clicked_item(next_item, event)
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_on_mouse_left_clicked_item(next_item, event)
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return
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return
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if not escoria.action_manager.is_object_actionable(item.global_id):
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if not escoria.action_manager.is_object_actionable(item.global_id):
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