- 28 6月, 2017 3 次提交
- 27 6月, 2017 3 次提交
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由 cg2121 提交于
This adds a "Defaults" button in the source and filter properties, which will clear and reset all settings. Closes jp9000/obs-studio#875
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由 jp9000 提交于
If a source is created with settings, default values would not be set on data items that already had values set. The check here was supposed to be a not equal rather than an equal because you're not supposed to be able to set a default value of one type on an item that already exists but is of a different type. This bug would make it so that if a particular setting was removed, there would be no default value to fall back on, and it would always be 0 or NULL for all values. It's likely this bug wasn't encountered until now because before now there had been no reason to clear or remove settings on most things.
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由 cg2121 提交于
(Edit by Jim: Removed "Fullscreen Preview" because that's already sort of served by the normal fullscreen projector option via the preview context menu) Closes jp9000/obs-studio#846
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- 26 6月, 2017 6 次提交
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由 cg2121 提交于
(Edit by Jim: Changed it to just add the fullscreen projector sub-menu like when right-clicking the preview, that way it doesn't have to add new locale text for translators, and allows the users to specify which monitor to use) Closes jp9000/obs-studio#845
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由 Shaolin 提交于
Closes jp9000/obs-studio#797
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由 jp9000 提交于
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由 Gol-D-Ace 提交于
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由 Jim 提交于
rtmp-services: Add Chaturbate Streaming Service
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由 Richard Stanway 提交于
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- 25 6月, 2017 2 次提交
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由 John Cheng 提交于
Allows having a bit more buffering for network-based video to prevent things such as artifacting. Closes jp9000/obs-studio#786
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由 jp9000 提交于
If a video card is unsupported, it will attempt to initialize the stats window, querying values from a video subsystem that doesn't exist, and crash instead of alerting the user that their hardware is unsupported.
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- 24 6月, 2017 1 次提交
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由 jp9000 提交于
Sometimes when rebuilding a texture, it often has to fall back and create a temporary texture, but it'll fail when trying to create a shader resource for it. The suspicion is because it's due to not having the proper shader binding flag when creating that temporary texture, so this fixes that possible loophole.
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- 23 6月, 2017 1 次提交
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由 Chaturbate 提交于
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- 22 6月, 2017 3 次提交
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由 jp9000 提交于
There's no need to display this property at the moment, the default amount is more than sufficient for most cases. That and most people wouldn't know what to do with it anyway.
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由 Jim 提交于
enc-amf: Version 2.1.6
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由 Michael Fabian Dirks 提交于
This version fixes the code applying the streaming services settings, which would incorrectly always be applied due to left over obs_data_set_* lines. It also adds a safety check into SetIDRPeriod for H264 that fixes being able to set an IDR Period of 0 which is simply not supported (we would never be able to stop streaming or recording).
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- 21 6月, 2017 8 次提交
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由 Richard Stanway 提交于
This prevents spurious dialog boxes appearing, such as "No disk is in the drive" if the application attempts to access an invalid drive.
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由 Richard Stanway 提交于
This prevents spurious dialog boxes appearing, such as "No disk is in the drive" if the application attempts to access an invalid drive.
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由 Richard Stanway 提交于
This prevents spurious dialog boxes appearing, such as "No disk is in the drive" if the application attempts to access an invalid drive.
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由 Richard Stanway 提交于
This prevents spurious dialog boxes appearing, such as "No disk is in the drive" if the application attempts to access an invalid drive.
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由 jp9000 提交于
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由 jp9000 提交于
If the user changes one of the devices in audio settings, it would reset all of its data, including settings, filters, flags, and all that. This changes the handling so that the source and all of its other settings are preserved if the user just changes the device. (Note that if the user disables the device, settings will be lost; this only applies to when the user changes the device to a different device for whatever reason)
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由 jp9000 提交于
When a shader constant was an array, the size of the array wouldn't be factored in to the actual constant size and constant buffer size.
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由 jp9000 提交于
Could potentially use the wrong locale otherwise.
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- 20 6月, 2017 4 次提交
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由 jp9000 提交于
In the media source, do not pre-cache frames if the source is set to close the file when inactive because that setting is designed to allow the file to be replaced by the user. If it's replaced, it can unintentionally keep the old precache frame, playing the frame from the older video when it starts up.
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由 jp9000 提交于
PROCESS_QUERY_LIMITED_INFORMATION might be a bit insufficient for what we need to do.
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由 jp9000 提交于
Allows capturing games/programs that may be using Present1 instead of the regular Present call for rendering.
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由 jp9000 提交于
When the statistics window starts up for the first time, it reset values at that very moment so that stray lagged frames due to OBS' startup wouldn't be displayed. However, that's really a bad place to reset those values because the user could want to view the stats window after a long stream, and having those values reset when he/she views the window for the first time would sort of make the point of viewing your stats moot. Instead, reset the values only when applicable, such as after OBSInit or when video is reset.
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- 16 6月, 2017 1 次提交
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由 jp9000 提交于
System network buffers need to be given some time to fill before starting a bandwidth test. This prevents the buffers from skewing with the results.
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- 15 6月, 2017 1 次提交
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由 jp9000 提交于
When hooking DXGI-based graphics programs in the hook, the first hook point is IDXGISwapChain::Present. To be able to initiate a capture, a pointer to the device context that created the swap chain is required, which can be retrieved via IDXGISwapChain::GetDevice. Determining whether the device context was D3D10 or D3D11 has always been somewhat of an issue due to D3D10 and D3D11 being nearly identical, as well as their interoperability/interchangeability. The GetDevice function would first be called with the UUID of ID3D10Device, then if that failed, the UUID of ID3D11Device. However, with certain specific D3D11 games, GetDevice would for some unknown reason succeed with the UUID of ID3D10Device, which would cause capture to fail. (Conversely, attempting to call GetDevice with the UUID of ID3D11Device on a device that's actually ID3D10Device would always succeed, so reversing the order of the test was not an option). There were originally three known D3D11 games that would erroneously succeed when querying a D3D10 device interface: Call of Duty: Ghosts, Just Cause 3, and theHunter: Call of the Wild. All other known D3D11 games would work correctly. Because it was only these three games, a hack was originally implemented in the form of an executable exception list that would force them to capture D3D11. Unfortunately, Oculus games are now failing under the same circumstance as well, so a simple hack will no longer work. To fix this, a more reliable method of detecting which context it is had to be discovered: simply check the feature level using ID3D11Device::GetFeatureLevel. If the feature level is D3D_FEATURE_LEVEL_11_0 or D3D_FEATURE_LEVEL_11_1, the device is definitely a D3D11 device. Otherwise, continue the tests as they were before. Successfully tested with many D3D10 games, many D3D11 games, and especially those three D3D11 games that previously were detected as D3D10 erroneously.
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- 14 6月, 2017 4 次提交
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由 jp9000 提交于
Preloading is designed to overwrite the current internal render texture of the source so it'll be ready to play the first frame right when the source is first displayed. However, When the media source is set to pause on the last frame, it keeps that current render texture visible, so preloading it with the first frame will essentially overwrite the current render, causing it to inadvertently show and pause on the first frame rather than the last frame. So instead, just disable preloading when the user has it set to pause on the last frame.
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由 jp9000 提交于
With certain media files (wmv in particular), the very last frame will have a timestamp of AV_NOPTS_VALUE. This could cause the media to stick on that frame indefinitely. Instead, use the estimated next timestamp that was calculated in the previous frame.
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由 jp9000 提交于
Media files that have a very low framerate or very long interval between frames would cause the media playback to stall indefinitely until the next frame is played. This adds a 200ms timeout to ensure that the media can be destroyed without being forced to wait indefinitely for the next frame.
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- 12 6月, 2017 1 次提交
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由 Richard Stanway 提交于
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- 09 6月, 2017 2 次提交