diff --git a/Core/SaveState.cpp b/Core/SaveState.cpp index 94595f432c..eaca6b42df 100644 --- a/Core/SaveState.cpp +++ b/Core/SaveState.cpp @@ -630,9 +630,9 @@ namespace SaveState // Okay, first, let's give the rewind state a shot - maybe we can at least not reset entirely. // Even if this was a rewind, maybe we can still load a previous one. CChunkFileReader::Error result; - do + do { result = rewindStates.Restore(); - while (result == CChunkFileReader::ERROR_BROKEN_STATE); + } while (result == CChunkFileReader::ERROR_BROKEN_STATE); if (result == CChunkFileReader::ERROR_NONE) { return true; diff --git a/UI/InstallZipScreen.cpp b/UI/InstallZipScreen.cpp index 79908e8ac6..1af1e85dc7 100644 --- a/UI/InstallZipScreen.cpp +++ b/UI/InstallZipScreen.cpp @@ -110,12 +110,15 @@ void InstallZipScreen::update() { using namespace UI; if (g_GameManager.GetState() != GameManagerState::IDLE) { - progressBar_->SetVisibility(V_VISIBLE); - progressBar_->SetProgress(g_GameManager.GetCurrentInstallProgressPercentage()); + if (progressBar_) { + progressBar_->SetVisibility(V_VISIBLE); + progressBar_->SetProgress(g_GameManager.GetCurrentInstallProgressPercentage()); + } backChoice_->SetEnabled(false); } else { - if (progressBar_) + if (progressBar_) { progressBar_->SetVisibility(V_GONE); + } backChoice_->SetEnabled(true); std::string err = g_GameManager.GetInstallError(); if (!err.empty()) { diff --git a/UI/NativeApp.cpp b/UI/NativeApp.cpp index 392da5b128..da9d928766 100644 --- a/UI/NativeApp.cpp +++ b/UI/NativeApp.cpp @@ -780,6 +780,7 @@ bool NativeInitGraphics(GraphicsContext *graphicsContext) { using namespace Draw; Core_SetGraphicsContext(graphicsContext); g_draw = graphicsContext->GetDrawContext(); + _assert_msg_(G3D, g_draw->GetVshaderPreset(VS_COLOR_2D) != nullptr, "Failed to compile presets"); _assert_msg_(G3D, g_draw, "No draw context available!"); ui_draw2d.SetAtlas(&ui_atlas);