fix(gameplay): escape pause menu + block placement collision + perf optim render_distance/throttling
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@@ -266,6 +266,9 @@ func _input(event: InputEvent) -> void:
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if event.is_action_pressed("toggle_inventory"):
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_toggle_inventory()
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("escape") and _is_open:
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_toggle_inventory()
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get_viewport().set_input_as_handled()
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func _toggle_inventory() -> void:
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