Implemented DirectDraw gamecapture
Implemented DirectX 8 gamecapture
Log x264 bitrate and buffer size changes

Previously buffer size changes were not logged by the settings dialog
Show IDC_INFO only when necessary

Checking the video encoder should be sufficient, as long as noone adds
a audio encoding only mode
Fix NullVideoEncoder triggering IDC_INFO when changing bitrate/buffer
Abort stream if x264 opencl fails
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.