chore: storing version and changelog
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@@ -53,13 +53,13 @@ func set_scene(p_scene: Node) -> void:
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escoria.object_manager.set_current_room(p_scene)
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add_child(p_scene)
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# In cases where the room being created doesn't return because of a
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# coroutine, finish_current_scene_init() will already have been called
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# and so we don't want to risk repeating ourselves.
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if p_scene == current_scene:
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return
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# This actually moves the scene closest to the root node, but will
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# still be drawn behind the next node, which should be the previous
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# room.
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