Just so everyone knows, scene editing is now just about complete, I will upload a new version of the mac build tomorrow or the day after.
Wasergames - I will (unfortunately for me) be working on those devices very soon, at least for windows. I will be putting in bitmap support and then will work on these devices on the windows end -- I currently am not in charge of mac device capture code at the moment. If some of us sound a bit on edge about it, please try to bear with us -- it's because we hear about it quite often from people (which is sadly also another reason why we're forced to implement them at some point), and that fact that we hear about it often from people disturbs us because we don't really want people to use USB 2.0 capture devices for streaming.
The biggest issue is that particular device's signal is completely encoded, and no automatic decoding is provided, so we are sort of stuck having to somehow query the encoded signal (which is difficult in and of itself), then we have to actually feed it in to a decoder just to get any useful data out of it. Encoding and decoding also causes significant latency, which causes issues with livestreaming when you want to composite other video/audio on to the stream due to syncing. USB 2.0 capture devices are just the most unideal types of capture devices for streaming, but people buy them so there's very little we can do about it. We try to warn people about it. And then for some, USB 2.0 is the only option. It's just a terrible situation and we constantly keep putting it on the backburner, though I'll finally be getting around to it soon.