Implemented DirectDraw gamecapture
Implemented DirectX 8 gamecapture
Remove 500 timer slop allowance (not necessary with TLS I hope)
Update libx264, hopefully fixes 64 bit crash issues
Built with MSVC, includes PDB debug information
Source commit: http://git.videolan.org/?p=x264.git;a=commit;h=08d36b3fc975d049aa3786ca34fb0b2f2ba0007c
lame: Use joint stereo

Joint stereo allows lame to pick the best encoding mode for each audio
frame.  With STEREO mode lame will always use separate encoding for each
audio channel which hurts quality (especially at lower bitrates).
Merge pull request #349 from TheRyuu/master

lame: Use joint stereo
Start sound playback in MMDeviceAudioSource::Reinitialize
Fixes issues where the desktop device would drop and reacquire then stop providing audio due to no audio being played, causing OBS to freeze and break horribly.
Fixed device reset handling for D3D8 capture
Rebuild libx264 using GCC
The MSVC builds lacked inline ASM support and were slower :(
Hide bit-version for 32 bit OBS to avoid confusion
Merge pull request #346 from Bl00drav3n/master

DirectDraw & DirectX8 Gamecapture Support
lame: Do not set channel mode

After further digging lame will apply the same logic based on the the
number of input channels.
lame: Set quality level to 2

Set the quality level to 2 as per recommended by the lame headers as
"near-best quality, not too slow."
Merge pull request #353 from TheRyuu/master

More lame improvements
Changed 'too long to encode' to 'high CPU usage'

This changes the terrible and vague "taking too long to encode" message
with "High encoding CPU usage!  Consider turning down settings."
Updated azubu broadcast URL.
Update to 0.63 (test build)
Preserve default scenes.xconfig for compatibility with older versions
When debugging, output log data to debug window
Fix game capture hotkey and LoL capturing

This fixes league of legends capturing issues where people would get a
black screen with game capture with it:  What happened is that riot must
have changed the window class for the hidden patcher window to have the
same window class as the in-game window, so when you exit your game, it
would try to capture the hidden patcher window and it would get stuck on
it.  Solution was to make it so only visible windows were captured.

Secondly, this improves the game capture hotkey feature.  Game capture
hotkey will now always 'stick' to the last window you captured, and save
it to config.  Only until the hotkey is hit again will it try to capture
a different window.

Windows that are not visible will no longer be used as capture targets.
I'm guessing that this may have been the cause of a number of prior
issues.