- 12 10月, 2019 1 次提交
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由 jp9000 提交于
Apparently, using the old chromium network implementation changes the way cookies are handled, causing cookies to reset. So instead of doing that, continue to use the new network implementation on Windows, and only use the old network implementation on macOS for the time being.
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- 11 10月, 2019 6 次提交
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由 Jim 提交于
Fix duplicator ref count
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由 jpark37 提交于
Not in love with STL, but lets at least use the semantically-correct collection. It's also a shame this is a global variable with gross pre-main allocations, but attaching it to the device instance would break the interface.
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由 Jim 提交于
UI: Fix issue where multiview doesn't update
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由 jpark37 提交于
Make duplicator_capture_tick the sole creater, and reference adder of IDXGIOutputDuplication objects. This prevents a situation where duplicator_capture::showing cause be false while duplicator_capture::duplicator was not null at startup on background scenes, preventing IDXGIOutputDuplication from being recreated when DXGI_ERROR_ACCESS_LOST.
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由 Clayton Groeneveld 提交于
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由 jp9000 提交于
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- 10 10月, 2019 7 次提交
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由 Colin Edwards 提交于
Exclude build dir from clang format
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由 jp9000 提交于
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由 jp9000 提交于
Helps diagnose issues if the user is unable to initialize audio monitoring for whatever reason.
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由 jp9000 提交于
This prevents audio monitoring from actually initializing unless audio is actually played back through the source. This prevents many browser sources from initializing audio monitoring all at once needlessly if audio is not being rerouted to OBS.
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由 jp9000 提交于
This uses the older network implementation rather than the new NetworkService chromium has implemented until a later version of CEF is used. The newer NetworkService implementation has caused some lag with playback when hardware acceleration is not available for whatever reason. This doesn't fix media playback issues with software rendering on windows, but it does on macOS. All playback issues with software rendering appear to be fixed in later version of CEF, however those versions do not currently have hardware accelerated OSR or audio capture support, so we must deal with 3770 until we can upgrade CEF again (which hopefully won't be too long).
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由 jp9000 提交于
(This commit also modifies the UI) This solves the issue where OBS would be deprioritized by Windows over fullscreen games, causing OBS to lag out whereas the games would still run fine.
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由 Clayton Groeneveld 提交于
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- 08 10月, 2019 2 次提交
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由 jp9000 提交于
Unfortunately, due to some conflicts between FFZ and BTTV (particularly the fact that having FFZ enabled removes the BTTV settings menu items), one of them needs to be removed. For the time being, we'll remove FFZ, because BTTV shows FFZ emojis anyway.
- 07 10月, 2019 2 次提交
- 06 10月, 2019 2 次提交
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由 jp9000 提交于
Unbuffered mode is causing the frames of media sources to potentially have some slight jitter in playback, so instead of using unbuffered mode with media sources, just leave buffering on. There may be a frame or so of latency, but it shouldn't be noticeable to most users.
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由 jp9000 提交于
The file duration is a bit of an estimate. This adds 500ms to the estimated stinger media file duration to help ensure stinger videos play back in full without getting cut off prematurely.
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- 05 10月, 2019 1 次提交
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由 jp9000 提交于
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- 04 10月, 2019 1 次提交
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由 jp9000 提交于
Lookahead requires examining frame data over a large number of frames, so when pkv added the change to fully reset the encoder when the bitrate changes, nvenc will invalidate all buffers and basically starts over from a completely clean slate. It's possible to make lookahead work when changing the bitrate, but due to how lookahead seems to works internally in nvenc, it will cause continually increasing latency every time the bitrate is updated, which is unideal. Additionally, when lookahead is enabled, deadlocks can occur when changing the bitrate in a thread other than the graphics thread. Currently we allow it to be reset outside of the graphics thread. From limited investigating, it would appear this deadlock occurs because nvenc is locking and releasing old textures. So instead of dealing with all these potential issues, disable the ability to adjust bitrate when the user has lookahead enabled on nvenc. It's not really worth implementing dynamic bitrate support when lookahead is enabled if the latency is just going to continually increase for every bitrate adjustment anyway.
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- 03 10月, 2019 3 次提交
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由 Jim 提交于
UI: Fix path calculation for disk space check
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- 27 9月, 2019 1 次提交
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由 Richard Stanway 提交于
When using custom FFmpeg output mode, the check would instead use the standard recording path which is no longer visible in the settings. This commit also simplifies the checks by moving the duplicated code to a new function.
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- 24 9月, 2019 1 次提交
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由 jp9000 提交于
If a user has a tremendous amount of media files, this can cause instability. Instead, make hardware decoding something the user has to explicitly enable. Although hardware decoding was technically enabled by default even before we fixed it, fixing it was essentially a change to defaults for users because it was just not even available before version 24.
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- 20 9月, 2019 7 次提交
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由 jp9000 提交于
This fixes a freeze that can occur if you try to destroy browser while another browser is being created. The CEF UI thread has to wait on a window message to the main application UI thread, meanwhile the destroy call in the main application UI thread is waiting on the CEF UI thread, thus causes a deadlock. Now that we have the SetParent(hwnd, nullptr) code that detaches the CEF window from the Qt window, we no longer have to worry about synchronously shutting down the browser, so instead of waiting for that operation to finish, just allow it to occur asynchronously.
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由 jp9000 提交于
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由 jp9000 提交于
Allows the ability to change the behavior of a source depending on the previous OBS version.
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由 jp9000 提交于
Uses the new obs_source_set_audio_active function to signal to the UI whether audio is active or inactive depending upon whether the user is currently allowing OBS to control the audio or whether the user is allowing CEF to control the audio. Ensures that the browser does not show up in the mixer if CEF is playing back the audio itself.
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由 jp9000 提交于
If audio is determined to be deactivated via the audio source (via the new "audio_activate" and "audio_deactivate" signals), hide the audio source in the mixer.
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由 jp9000 提交于
Adds functions to allow sources to inform the UI whether the audio is currently active or not. Allows the ability to turn on/off the items in the mixer.
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由 jp9000 提交于
It was determined that rerouting audio through OBS currently isn't the best idea even with monitoring enabled, primarily due to the fact that audio monitoring has never had this wide of testing before, and that many users complained that they were not getting audio for (as of yet) unknown reasons from audio monitoring. It would appear that we need to address the issues with audio monitoring first before attempting to use audio monitoring with any sources by default. For now, audio will reroute through CEF by default, and then the user must explicitly use the option "Control audio via OBS", (renamed from "reroute audio", and now disabled by default), to enable browser audio control through OBS. There are other issues that need to be resolved as well, and once all the various issues are addressed, the setting default can be allowed to change back.
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- 19 9月, 2019 4 次提交
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由 jp9000 提交于
This was actually the line of code that the mixer dock widget crash was triggered by. This technically shouldn't ever be null, but better to be safe than sorry.
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由 jp9000 提交于
The function added to the BrowserDock class is SetWidget, not setWidget. I realize now that using the same exact function name but with an uppercase starting letter rather than a lowercase starting letter wasn't smart.
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由 jp9000 提交于
This prevents VideoFormat::Any from unintentionally selecting H264 when MJPEG is the only other format available. This fixes a bug where certain devices (Logitech C920 with latest drivers) will only have H264 and MJPEG available, and using VideoFormat::Any will then select H264 over MJPEG because it's the first format value and has the same priority as MJPEG. So now, MJPEG will be prioritized over H264 instead.
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由 jp9000 提交于
This did not get enough testing, so disable it for now until more devices can be tested (especially the live gamer portable).
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- 18 9月, 2019 2 次提交