- 15 7月, 2014 1 次提交
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由 dodgepong 提交于
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- 14 7月, 2014 5 次提交
- 13 7月, 2014 1 次提交
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由 dodgepong 提交于
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- 12 7月, 2014 3 次提交
- 11 7月, 2014 2 次提交
- 08 7月, 2014 2 次提交
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由 jp9000 提交于
Because we're using .ini format, the translation servies spit out files with .ini extensions, so this makes it so we don't necessarily have to rename those files from .ini to .txt before merging.
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由 jp9000 提交于
Being in with the other locale files causes a bit of confusion, especially since the locale files will all be renamed to have .ini extensions.
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- 07 7月, 2014 1 次提交
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由 jp9000 提交于
The status bar now displays: - Auto-reconnect information (reconnecting and reconnect success) - Dropped frames (as well as percentage of total video frames) - Duration of session - CPU usage of the program - Kbp/s The OBSBasic class is getting a bit big, so I separated out the status bar code to its own class derived from QStatusBar.
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- 06 7月, 2014 1 次提交
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由 taesheren 提交于
Now with a proper file extension. Fixed a line I forgot to add the translation for. I was tired when I sent the pull request, okay?!
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- 05 7月, 2014 3 次提交
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由 bootkiller 提交于
Fixed an Error
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由 bootkiller 提交于
Portuguese translation, used latest EN file as a base.
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由 Arkkis 提交于
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- 04 7月, 2014 3 次提交
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由 taesheren 提交于
Because: why not?
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由 jp9000 提交于
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由 Lukas Monka 提交于
Fixed some typos and missing commas.
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- 01 7月, 2014 2 次提交
- 30 6月, 2014 1 次提交
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由 jp9000 提交于
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- 24 6月, 2014 1 次提交
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由 Arkkis 提交于
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- 23 6月, 2014 1 次提交
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由 jp9000 提交于
There's no reason to represent this value in terms of scale. Scale is a useless value for users to use. What are they going to enter, 0.5? 2.0? 0.25? Even if it can be subject to change by the source itself, and even if it's still converted to scale internally, having it display the base source size value is much more ideal for the user.
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- 22 6月, 2014 1 次提交
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由 Palana 提交于
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- 18 6月, 2014 1 次提交
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由 Arkkis 提交于
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- 16 6月, 2014 1 次提交
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由 jp9000 提交于
So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
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- 15 6月, 2014 1 次提交
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由 jp9000 提交于
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- 02 6月, 2014 3 次提交
- 30 5月, 2014 1 次提交
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由 jp9000 提交于
This allows uploading of I420 textures and directly converting on the GPU. Cuts down upload bandwidth to 37.5% of original rate.
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- 28 5月, 2014 1 次提交
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由 Anry 提交于
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- 25 5月, 2014 1 次提交
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由 Frank Gehann 提交于
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- 24 5月, 2014 3 次提交