diff --git a/make-oneshot-mac.command b/make-oneshot-mac.command index 9b40905..3c9accf 100755 --- a/make-oneshot-mac.command +++ b/make-oneshot-mac.command @@ -4,7 +4,7 @@ set -e cd `dirname $0` # User-configurable variables -mac_version="1.0.2" +mac_version="1.0.4" make_threads=8 ONESHOT_PATH=$HOME/Library/Application\ Support/Steam/steamapps/common/OneShot diff --git a/patches/mac/Info.plist.in b/patches/mac/Info.plist.in index 21c4a28..7f693f7 100755 --- a/patches/mac/Info.plist.in +++ b/patches/mac/Info.plist.in @@ -19,7 +19,7 @@ CFBundlePackageType APPL CFBundleVersion - macOS Port v.ONESHOTMACVERSION (OneShot Solstice Update) + macOS Port v.ONESHOTMACVERSION CFBundleShortVersionString ONESHOTMACVERSION LSApplicationCategoryType diff --git a/src/graphics.cpp b/src/graphics.cpp index a9be445..5b6281a 100644 --- a/src/graphics.cpp +++ b/src/graphics.cpp @@ -743,6 +743,9 @@ void Graphics::transition(int duration, setBrightness(255); + /* Capture new scene */ + p->screen.composite(); + /* The PP frontbuffer will hold the current scene after the * composition step. Since the backbuffer is unused during * the transition, we can reuse it as the target buffer for @@ -750,9 +753,6 @@ void Graphics::transition(int duration, TEXFBO ¤tScene = p->screen.getPP().frontBuffer(); TEXFBO &transBuffer = p->screen.getPP().backBuffer(); - /* Capture new scene */ - p->screen.composite(); - /* If no transition bitmap is provided, * we can use a simplified shader */ TransShader &transShader = shState->shaders().trans;