I found out what the actual issue was with saves — it wasn’t that
xScripts needed to be recompiled (although it helped load previous
saves from the Windows build on Steam), it was that Ruby 2.1 doesn’t
seem to work with the saves, @mathewv might have determined this when
selecting 2.2 as the minimum. I have Ruby 2.3 on my system, installed
through Homebrew, so that is what I selected for my particular build.
Qmake creates an “empty.lproj” file every time we make an app bundle (I
like to go the app bundle route when making MKXP-1S), but we don’t use
those, so why worry about their changes?
Apparently there was already a function for reseting the frame wait,
used commonly after loading files. So we don't have to use the hacky
method of making the game wait for X number of frames anymore.
If you opened the fast travel or the item menu right before touching a
touch-run event, it would soft-lock you if the event changed niko's
move-route, since niko was unable to move due to his update function
being unreached.
The .app happens to be a tweaked version of the one provided when
grabbing a copy of the game from Steam, as I am unfamiliar with the
process of collecting frameworks into an app bundle, at least with
cmake/qmake. All you need to do is replace the .app in
~/Library/Application Support/Steam/SteamApps/OneShot/ to play on Mac!
This was causing a bug where if you had 4 choices you could access
another page with blank choices? Rather than try to figure out why
that's happening I'm opting to remove the functionality entirely, as
we're short on time and we don't even have any choice dialogues that
have more than 4 choices anyways.