UI:  Change transform value 'scale' to 'size'

There's no reason to represent this value in terms of scale.  Scale is a
useless value for users to use.  What are they going to enter, 0.5?
2.0?  0.25?

Even if it can be subject to change by the source itself, and even if
it's still converted to scale internally, having it display the base
source size value is much more ideal for the user.
Make 'center to screen' just center the source

Instead of using bounds to force the source to be centered (and
unrotated), just center the source positionally on the screen.  Will
also preserve rotation.
Do not clamp aspect by default when using bounds

If the scene item has a bounding box set up for it, do not make it use
aspect ratio clamping by default.

Instead, make it so that shift will turn on aspect ratio, and make it
also apply to all types of bounding box modes.

The only time where aspect ratio clamping should apply by default is
when bounds are not in use (i.e. when a source is just created).  Some
will disagree with me just because that's how photoshop does it, but
we're not photoshop, and I feel that the majority of users will have
more trouble with it disabled by default than enabled by default.

So to sum it up:

If bounds inactive, clamp aspect ratio by default, because scene items
start out with it inactive, and it directly affects the scale.

If bounds active, do not clamp aspect ratio by default, because clamping
to aspect ratio doesn't particularly have an effect for mode bounds
modes except for "stretch to bounds".
Update fi.txt
Merge pull request #123 from Arkkis/patch-2

Update fi.txt
Make settings window only save data that changes

Currently, if a user presses 'OK' or 'Apply' on the settings window, it
will save all data from all controls on a settings pane, regardless of
whether of not they were changed.  The major issue with this is that
setting the data will overwrite all default values, making it impossible
for default values to be used if a user didn't actually change a value.
(Thanks to palana for pointing this fact out)

So instead, mark a control as 'changed' using QObject::property() and
QObject::sender(), and add a few helper functions to controls to ensure
that they are checked to see whether they were actually changed directly
by the user before saving the value to the config.
Increase warning level for MSVC
Merge pull request #126 from BtbN/more_warnings

Increase warning level for MSVC
Remove 'rebuild' variable from vertexbuffer_flush

This variable is currently somewhat pointless, I was originally going to
use it to tell the graphics subsystem to completely rebuild the internal
vertex buffers, but it would be bad/inefficient to allow that
functionality.
Remove unused graphics subsystem functions

These functions were mostly related to being able to set true fullscreen
mode -- however, this has no place for our purposes, and these functions
were just sitting empty and unused, so they should be removed.

Besides, fullscreen mode only applies to the windows operating system.
d3d11:  Fix a number of warnings
UI:  Fix 'unused param' warnings in windows code
Mark unused lambda parameter
UI:  Fix a few more warnings
DShow:  Comment unused functions until needed
Fix 'potentially uninitialized variable' warnings
Mark WinMain parameters as unused
Fix 'multiple copy constructors' warning
Fix export for obs_property_list_item_remove
Fix DStr move constructor

Previously dstr_move would try to free the uninitialized value in
DStr::str::array