Initial support for playing video
Bind resolve shaders and textures directly instead of going through renderable pass, avoids it being used across frame boundaries
Initial support for audio playback
Get rid of event wait shit for audio, ExecuteOnMainThread handles this
Support seeking
Fix streaming from url not working
Init, shutdown and run frame for video playback in a service so we don't have to do it manually
Give video player the managed object so we can call back to it
Tell managed when texture has been created, we don't know until first frame has been decoded
Bind all the functions of video player
Pass video events down to managed
Add Duration and CurrentPlaybackTime
Documentation
Call OnTextureCreated after new texture has been rendered to
Add clear to audio stream interface, clear the resample buffer instead of having to recreate the whole stream
Add use_doppler sound op to stack, disable it on attached streams (doppler is no good on streams because it pitches)
Start allowing video audio stream to attach to sound events to change how audio is played
Allow audio stream to be attached to multiple sound events
Add SoundStream.Play (returns a sound handle, can be called multiple times), obsolete Sound.CreateStream (this was all ass backwards)
Add VideoPlayer.PlayAudio, called when audio is ready, can be called multiple times for multiple sound sources
Add public constructor for SoundStream, this is allowed now it doesn't depend on having a Sound
Add more properties to video player
Turns out sound stream can't have multiple sound sources, at least for now
Add qt video widget example https://files.facepunch.com/layla/1b2911b1/sbox_tueAgFGKr8.mp4
Remove ui test that doesn't exist
Remove libogg, libvorbis, libpvx, all unused
Add ffmpeg to thirdparty
video.vpc
Force push ffmpeg dlls
video app system bullshit
Force push ffmpeg libs
Test reading a single frame directly with ffmpeg
network init on video system init