diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 47d921701..39d871e4c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -42,9 +42,9 @@ HOW TO UPDATE? Breaking Changes: - Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in - favor of `style.CurveTesselationMaxError` (default 1.12)` which is in Pixels unit. It is + favor of `style.CurveTessellationMaxError` (default 1.12)` which is in Pixels unit. It is easier to tweak + this allows us to easily scale error threshold on high density screens. - - style.CurveTesselationMaxError == sqrf(style.CurveTessellationTol). + - style.CurveTessellationMaxError == sqrf(style.CurveTessellationTol). - Backends: - DirectX12: Removed support for legacy `ImGui_ImplDX12_Init()` signature, which was obsoleted in 1.91.6 (December 2014), because it needed to forcefully disable support diff --git a/imgui.cpp b/imgui.cpp index 3edc0bbc7..2d8e2418f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -395,8 +395,8 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2026/08/03 (1.93.0) - Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in favor of `style.CurveTesselationMaxError` (default 1.12)` which is in Pixels unit. - - style.CurveTesselationMaxError == sqrf(style.CurveTessellationTol). + - 2026/08/03 (1.93.0) - Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in favor of `style.CurveTessellationMaxError` (default 1.12)` which is in Pixels unit. + - style.CurveTessellationMaxError == sqrf(style.CurveTessellationTol). - 2026/07/20 (1.92.9) - DragXXX, SliderXXX, InputScalar: with `ImGuiItemFlags_LiveEditOnInputScalar` now defaulting to being disabled: inputting a value with the keyboard doesn't write intermediate values to backing variable. (#9476) - Before: DragFloat() with user typing "123" --> write back 1, then 12, then 123. @@ -1572,7 +1572,7 @@ ImGuiStyle::ImGuiStyle() DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. - // Rendering & Tesselation + // Rendering & Tessellation AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). diff --git a/imgui.h b/imgui.h index 770c14a44..5fa9ca947 100644 --- a/imgui.h +++ b/imgui.h @@ -2384,7 +2384,7 @@ struct ImGuiStyle ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. - // Rendering & Tesselation + // Rendering & Tessellation bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).