Docs: tweaks.
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@@ -187,33 +187,33 @@ Other Changes:
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- Improve error handling and recovery for TableSetupColumn().
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- Debug Tools:
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- Debug Log: fixed incorrectly printing characters in IO log when submitting
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non-ASCII values to io.AddInputCharacter(). (#9099)
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non-ASCII values to `io.AddInputCharacter()`. (#9099)
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- Debug Log: can output to debugger on Windows. (#5855)
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- Backends:
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- DirectX10: added 'SamplerNearest' in ImGui_ImplDX10_RenderState.
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(+renamed 'SamplerDefault' to 'SamplerLinear', which was tagged as beta API)
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- DirectX11: added 'SamplerNearest' in ImGui_ImplDX11_RenderState.
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(+renamed 'SamplerDefault' to 'SamplerLinear', which was tagged as beta API)
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- GLFW: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary.
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- DirectX10: added `SamplerNearest` in `ImGui_ImplDX10_RenderState`.
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(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
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- DirectX11: added `SamplerNearest` in ImGui_ImplDX11_RenderState.
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(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
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- GLFW: Avoid repeated `glfwSetCursor()` / `glfwSetInputMode()` unnecessary calls.
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Lowers overhead for very high framerates (e.g. 10k+ FPS). [@maxliani]
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- GLFW: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to
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forcefully disable either. (#9109, #9116)
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- OpenGL3: Fixed embedded loader multiple init/shutdown cycles broken on some
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platforms. (#8792, #9112)
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- SDL2, SDL3: changed GetClipboardText() handler to return NULL on error aka
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- SDL2, SDL3: changed `GetClipboardText()` handler to return NULL on error aka
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clipboard contents is not text. Consistent with other backends. (#9168)
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- SDL_GPU3: added 'TexSamplerNearest' in ImGui_ImplSDLGPU3_RenderState.
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- SDL_GPU3: added `SamplerNearest` in `ImGui_ImplSDLGPU3_RenderState`.
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- SDL_GPU3: macOS version can use MSL shaders in order to support macOS 10.14+
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(vs Metallib shaders requiring macOS 14+). Requires application calling
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SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. (#9076) [@Niminem]
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`SDL_CreateGPUDevice()` with `SDL_GPU_SHADERFORMAT_MSL`. (#9076) [@Niminem]
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- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
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selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
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`cap.supportedCompositeAlpha`, which seems to be required on some Android
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devices. (#8784) [@FelixStach]
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- Win32: handle WM_IME_CHAR/WM_IME_COMPOSITION to support Unicode inputs on
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- Win32: handle `WM_IME_CHAR`/`WM_IME_COMPOSITION` to support Unicode inputs on
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MBCS (non-Unicode) Windows. (#9099, #3653, #5961) [@ulhc, @ocornut, @Othereum]
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- Examples:
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- Win32+DirectX12: ignore seemingly incorrect D3D12_MESSAGE_ID_FENCE_ZERO_WAIT
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- Win32+DirectX12: ignore seemingly incorrect `D3D12_MESSAGE_ID_FENCE_ZERO_WAIT`
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warning on startups on some setups. (#9084, #9093) [@RT2Code, @LeoGautheron]
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