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Update CHANGELOG
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CHANGELOG.md

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+ In "Always Evaluate" behavior, Lua code will always be evaluated
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+ In "Don't Load" behavior, Lua code will not be loaded nor evaluated at all
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+ Note that only evaluated scripts can be attached to Godot Objects.
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- `Variant` methods like `Variant.is` and `Variant.get_type` now accept Lua primitives like numbers and strings without raising errors
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### Fixed
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- Fixed cyclic references from `LuaScriptInstance` <-> `LuaState`, avoiding leaks of `LuaScript`s
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- Fixed `LuaJIT core/library version mismatch` errors in LuaJIT builds
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- `LuaScriptResourceFormatLoader::_load` now respects the cache mode, fixing "Another resource is loaded from path 'res://...' (possible cyclic resource inclusion)." errors
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- Error messages from Lua code using the wrong stack index
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- Crashes when passing Lua primitives to `typeof`, `Variant.is`, `Variant.get_type`, `Variant.booleanize`, `Variant.duplicate`, `Variant.get_type_name`, `Variant.hash`, `Variant.recursive_hash` and `Variant.hash_compare`
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## [0.5.0](https://github.com/gilzoide/lua-gdextension/releases/tag/0.5.0)

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