- 20 3月, 2016 3 次提交
- 13 3月, 2016 1 次提交
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由 jp9000 提交于
This is a fast/immediate solution to a possible bug with caching the DLL versions for game capture hook addresses - may as well just reload game capture hook addresses each time the program is run for the time being just to be safe. Load time will increase a little for the time being but it's worth it to prevent any issues with game capture.
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- 12 3月, 2016 1 次提交
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由 jp9000 提交于
Kindly ignore this commit, this is to prove that this is also my email.
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- 10 3月, 2016 1 次提交
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由 jp9000 提交于
The non-internal format should be set to R8, and then swizzle is used to set the red channel to the alpha channel.
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- 05 3月, 2016 1 次提交
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由 jp9000 提交于
(Note: This commit also changes the UI) Changed: ------------------- void obs_load_sources(obs_data_array_t *sources_list); To: ------------------- void obs_load_sources(obs_data_array_t *sources_list, obs_source_load_cb callback, void *private_data); Signals should really never be required to use to make some function work properly. The "source_load" signal was required for the obs_load_sources function, but it's meant more for loading private data in the settings, not for general loading of sources. This changes it so that a callback is explicitly required to load the sources.
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- 03 3月, 2016 2 次提交
- 02 3月, 2016 3 次提交
- 27 2月, 2016 3 次提交
- 26 2月, 2016 1 次提交
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由 Jim 提交于
UI: Unify output record paths across setting dialogs
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- 25 2月, 2016 1 次提交
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由 Charles Ray Shisler III 提交于
It seems more intuitive if the recording paths for the Simple Output, Advanced Default Output and Advanced FFmpeg Output are linked together, so that the user does not have to manage three paths if switching between the different options. The UI elements are also connected so that a change to one signals a change to the others with the corresponding config setting.
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- 24 2月, 2016 1 次提交
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由 jp9000 提交于
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- 23 2月, 2016 3 次提交
- 22 2月, 2016 11 次提交
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由 Jim 提交于
linux capture: Fix issues with XComposite Window Capture
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由 Charles Ray Shisler III 提交于
When a source window was not available, a red background was shown instead. This was undesirable, and expected behavior would be for the background to be transparent, enabling what exists behind the source to be shown.
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由 Charles Ray Shisler III 提交于
After source window closes, texture is still visible in preview until the source window opens again.
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由 Gol-D-Ace 提交于
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由 jp9000 提交于
These functions were mistakenly not marked as static. They are not used outside of their compiled object module files, therefore there's no reason for them not to be static.
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由 jp9000 提交于
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由 jp9000 提交于
(This commit also modifies libobs-d3d11) Boolean constant size should be 4
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由 jp9000 提交于
The default buffering time for audio was always 1 second before the audio subsystem was changed, and it was always more than sufficient for max audio buffering time
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由 jp9000 提交于
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由 jp9000 提交于
People who are blind cannot know what the button does due to lack of any strings associated with the button.
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由 jp9000 提交于
Under certain circumstances, the timing_adjust variable would cause line 1161 to continually trigger over and over again. The "loop detection" code incorrectly made it so that any timestamp that was just simply below the expected value would be seen as a jump. After that, the timing_adjust variable would be set for the frame again, and then the audio would see it as a jump again after that, and those two things would continue endlessly. This would cause stuttering particularly with certain devices (particularly elgato/lgp/hdpvr) where the audio/video data are decoded and sent at varying/different/unpredictable times. To fix this issue, it should not detect values below as jumps, but instead should only do it for values that exceed the MAX_TS_VAR (maximum timestamp variance) value.
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- 20 2月, 2016 1 次提交
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由 Radzaquiel 提交于
Modify: EU-North (London) => EU-West (London) Add: EU-North (Amsterdam) Closes jp9000/obs-studio#508
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- 15 2月, 2016 2 次提交
- 14 2月, 2016 1 次提交
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由 jp9000 提交于
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- 10 2月, 2016 2 次提交
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由 jp9000 提交于
Originally there was an issue using FLAC for audio in AVI files, AVI files wouldn't play back with some players. Because FLAC doesn't work, and lossless should be lossless, instead just used uncompressed WAV data for the lossless audio, which is always supported.
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- 08 2月, 2016 2 次提交