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📖 docs: v3.6.0
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CHANGELOG.rst

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UNRELEASED
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----------
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* 🎉 feat: scene_changed + fade_in_started + fade_out_started + fade_in_finished + fade_out_finished signals added
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3.6.0 (2023-08-05)
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------------------
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* feat: scene_changed + fade_in_started + fade_out_started + fade_in_finished + fade_out_finished signals added
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3.5.0 (2023-07-20)
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------------------

README.md

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**Recently Added**:
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* [X] sublist in lists of scene manager UI is now possible (Just Godot4)
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* [X] `no_effect_change_scene` function added (Just Godot4)
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* [X] Node can be added to `change_scene` and `no_effect_change_scene` functions (Just Godot4)
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* [X] Possibility to specify path scenes.db via Project/Settings
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* [X] Possibility to specify path scenes.db via Project/Settings (Just Godot4)
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* [X] 5 new signals added:
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- scene_changed
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- fade_in_started
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- fade_out_started
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- fade_in_finished
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- fade_out_finished
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**All**:
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* [X] Ability to limit how much deep scene manager is allowed to record previous scenes which affects in changing scene to `back`(previous scene) functionality
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* [X] Ability to hide scenes in a list (Just Godot4)
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* [X] Ignoring a specific scene in ignores list section is possible (Just Godot4)
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* [X] sublist in lists of scene manager UI is now possible (Just Godot4)
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* [X] `no_effect_change_scene` function added (Just Godot4)
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* [X] Node can be added to `change_scene` and `no_effect_change_scene` functions (Just Godot4)
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## How To Use?
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## SceneManager
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### Signals:
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1. load_finished => signal fires when interactively loading a scene finishes
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2. load_percent_changed(value: int) => signal fires when interactively loading a scene progress percentage updates
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3. scene_changed => signal fires when scene changes
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4. fade_in_started => signal fires when fade in starts
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5. fade_out_started => signal fires when fade out starts
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6. fade_in_finished => signal fires when fade in finishes
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7. fade_out_finished => signal fires when fade out finishes
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### Methods:
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This is the node you use inside your game code and it has these functions:
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1. `validate_scene`(**key**: String) -> void:
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* Checks and validates passed **key** in scenes keys. (breaks game if key doesn't exist in scenes keys)

addons/scene_manager/plugin.cfg

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name="scene_manager"
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description="A powerful scene transition manager for godot."
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author="Maktoobgar"
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version="3.5.0"
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version="3.6.0"
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script="plugin.gd"

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