diff --git a/WickedEngine/MainComponent.cpp b/WickedEngine/MainComponent.cpp index 61e0bf51a..d1f09766b 100644 --- a/WickedEngine/MainComponent.cpp +++ b/WickedEngine/MainComponent.cpp @@ -96,6 +96,8 @@ void MainComponent::ActivatePath(RenderPath* component, float fadeSeconds, const component->Start(); activePath = component; }); + + fadeManager.Update(0); // If user calls ActivatePath without fadeout, it will be instant } void MainComponent::Run() diff --git a/WickedEngine/wiVersion.cpp b/WickedEngine/wiVersion.cpp index 31ceb7e4c..be18844d9 100644 --- a/WickedEngine/wiVersion.cpp +++ b/WickedEngine/wiVersion.cpp @@ -9,7 +9,7 @@ namespace wiVersion // minor features, major updates const int minor = 26; // minor bug fixes, alterations, refactors, updates - const int revision = 16; + const int revision = 17; long GetVersion() diff --git a/scripts/fighting_game.lua b/scripts/fighting_game.lua index 7fc2c069a..5e2b28a4d 100644 --- a/scripts/fighting_game.lua +++ b/scripts/fighting_game.lua @@ -1304,7 +1304,6 @@ runProcess(function() -- We will override the render path so we can invoke the script from Editor and controls won't collide with editor scripts -- Also save the active component that we can restore when ESCAPE is pressed - update() local prevPath = main.GetActivePath() local path = RenderPath3D_TiledForward() main.SetActivePath(path)