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Yeah that was a bad pitfall when i learned how to do it the first time around... Lots of stack overflows because the loader triggered a save which triggered a save which triggered a save which triggered a save which triggered a save which triggered a save which triggered a save which triggered a sa-
i think the nastiest bug that took me forever to solve was discovering that arrays in godot are shared by reference (unless you explicitly .duplicate() them), so if multiple buttons were made to change an array they were actually all sharing the *same* array and overwriting eachother's settings
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