- 16 7月, 2018 1 次提交
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由 jp9000 提交于
(This commit also modifies UI) Removes obs_scene::group_sceneitem and replaces it with obs_scene::is_group. Changes a number of other functions related to groups so that a group is not inherently tied to a specific scene, and helps allow a single group to be referenced in multiple scenes if desired.
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- 02 7月, 2018 5 次提交
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由 Hunter L. Allen 提交于
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由 Hunter L. Allen 提交于
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由 Hunter L. Allen 提交于
Removes a likely unintentional self-comparison.
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由 Hunter L. Allen 提交于
As declared, transform_val is static inline, but it should be marked as a static inline void since it does not return.
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由 Hunter L. Allen 提交于
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- 05 6月, 2018 1 次提交
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由 vokama 提交于
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- 04 6月, 2018 8 次提交
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由 jp9000 提交于
Allows the ability to group scene items. Groups internally are sub-scenes, which allows the ability to add unique filters and transforms to each group.
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由 jp9000 提交于
Allows scenes to have a custom size. Mainly used for grouping, but can be extended with public API later.
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由 jp9000 提交于
Prevents a potential race condition with the scene mutex.
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由 jp9000 提交于
Defers updating the scene item transform to the graphics thread to reduce the number of transform update calls.
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
Fixes a bug where items that had cropping would recalculate transform every frame. obs_scene_item::last_width and obs_scene_item::last_height would be set to the cropped sizes rather than the source's actual size.
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由 jp9000 提交于
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- 03 6月, 2018 1 次提交
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由 jp9000 提交于
Allows using obs_scene_add_internal to add without sending signals.
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- 10 1月, 2018 1 次提交
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由 jp9000 提交于
When a scene is added as a scene item with the same audio sources that are already in the current scene, it would cause the current scene to no longer output audio due to audio. To replicate the issue, you would create two separate audio device captures in scene 1, use add existing in scene 2 and add one of those audio sources, then go back to scene 1, add scene 2 as a source, then make scene 1 invisible.
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- 05 1月, 2018 1 次提交
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由 SuslikV 提交于
Scene filters were not being copied when a scene was duplicated with obs_scene_duplicate. Closes jp9000/obs-studio#1104
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- 30 11月, 2017 1 次提交
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由 jp9000 提交于
Ensures that private settings data is also duplicated when a scene or a source is duplicated.
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- 14 9月, 2017 1 次提交
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由 jp9000 提交于
Allows setting and sharing of user data for sources and scene items.
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- 11 8月, 2017 1 次提交
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由 SuslikV 提交于
Fixes https://obsproject.com/mantis/view.php?id=508 The toggle_visibility set only by init_hotkeys() call, but used each time in obs_sceneitem_destroy() call. Because zero hotkey_pair_id is valid - we need to set item property other than zero here. Closes jp9000/obs-studio#1000
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- 21 7月, 2017 2 次提交
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由 Dmitry Odintsov 提交于
When item in the old scene had only Scale Filter, texture renderer was not created for an item in the new scene. However if the item also had Crop set, the texture renderer was created. Now after copying the data, texture renderer is created for the item in the new scene when needed. Closes jp9000/obs-studio#969
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由 Michael Fabian Dirks 提交于
Scene items would incorrectly have pre-multiplied alpha when they were scaled with different scale filtering, when they were cropped, or when the item itself was a scene. This happens because the scene renders the items to a texture in those cases, and when they are rendered to a texture the blend function would be the default srcalpha/invsrcalpha blend function, which would cause alpha to become pre-multiplied in the texture's result rather than straight alpha. This changes the behavior to directly copy the color/alpha to the texture using the one/zero blend function instead, which makes the resulting texture straight alpha. (Note that you do not want to turn off the blend mode for the same result because certain sources can have custom drawing that may rely on blending being available) Related Issue: https://obsproject.com/mantis/view.php?id=954 Closes jp9000/obs-studio#966
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- 28 6月, 2017 1 次提交
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由 cg2121 提交于
Adds a lock checkbox to allow the user to lock a specific scene item. Closes jp9000/obs-studio#949
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- 15 5月, 2017 1 次提交
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由 jp9000 提交于
Adds a method of uniquely identifying scene items, as well as finding those scene items via that unique ID.
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- 27 2月, 2017 1 次提交
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由 jp9000 提交于
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- 25 2月, 2017 1 次提交
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由 Richard Stanway 提交于
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- 17 1月, 2017 1 次提交
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由 jp9000 提交于
Prevents infinite recursion when adding children to a scene.
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- 16 1月, 2017 1 次提交
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由 jp9000 提交于
When duplicating scenes, scene item scale filtering options would not be preserved.
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- 22 12月, 2016 1 次提交
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由 jp9000 提交于
When there are audio sources in a scene and they've all stopped playing their audio (audio is pending), all scene item audio actions (volume changes, toggling visibility) will perpetually buffer and no longer be processed until audio plays again. So instead of that, if all audio sources have stopped playing in the scene, just process all pending scene item audio actions immediately to prevent them from never being processed while waiting for a scene item to start playing audio.
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- 09 7月, 2016 1 次提交
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由 jp9000 提交于
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- 02 7月, 2016 1 次提交
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由 jp9000 提交于
Allows rendering scenes as scene items without off-screen sub-source of the scene popping out on the sides.
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- 29 6月, 2016 2 次提交
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由 jp9000 提交于
Saves the scene item scale filters as strings instead of enums. It's important to save data in a form that won't break if an API enum changes.
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由 jp9000 提交于
Allows the ability to use scale filters such as point, bicubic, lanczos on specific scene items, disabled by default. When using one of the latter two options, if the item's scale is under half of the source's original size, it uses the bilinear low resolution downscale shader instead.
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- 01 4月, 2016 1 次提交
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由 jp9000 提交于
The crop texture would not always render correctly because the projection matrix had not been set.
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- 31 3月, 2016 2 次提交
- 05 2月, 2016 1 次提交
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由 jp9000 提交于
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- 27 1月, 2016 2 次提交
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由 jp9000 提交于
Makes signals use stack memory rather than allocate memory each time. Most likely a completely insignificant and pointless optimization.
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由 jp9000 提交于
A comment that serves as a reminder to anyone who might need to edit the scene code. If the graphics mutex must be locked, it must be locked first before entering the scene mutexes, or outside of the scene mutexes.
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