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Version 1.92.4
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@@ -36,9 +36,11 @@ HOW TO UPDATE?
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.92.4 WIP (In Progress)
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VERSION 1.92.4 (Released 2025-10-14)
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-----------------------------------------------------------------------
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.4
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Breaking Changes:
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- Backends:
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@@ -85,13 +87,13 @@ Other Changes:
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previously it would only temporary wreck cursor position, and since 1.92.3 it
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would go in an infinite loop. (#8994, #3237)
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- Textures:
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- Fixed a crash if texture status is set to _WantDestroy by a backend after
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it had already been destroyed. This would typically happen when calling backend's
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- Fixed a crash if texture status is set to ImTextureStatus_WantDestroy by a backend
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after it had already been destroyed. This would typically happen when calling
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ImGui_ImplXXXX_InvalidateDeviceObjects() helpers twice in a row. (#8977, #8811)
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- Allowed backend to destroy texture while inside the NewFrame/EndFrame
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scope. Basically if a backend decide to destroy a texture that we didn't request
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to destroy (for e.g. freeing resources) the texture is immediately set to
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a _WantCreate status again. (#8811)
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a ImTextureStatus_WantCreate status again. (#8811)
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- Fixed an issue preventing multi-contexts sharing a ImFontAtlas from
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being possible to destroy in any order.
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- Fixed not updating ImTextureData's RefCount when destroying a context
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@@ -130,8 +132,9 @@ Other Changes:
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- Vulkan: added a way to specify custom shaders by filling init fields
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CustomShaderVertCreateInfo and CustomShaderFragCreateInfo. (#8585, #8271) [@johan0A]
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- DX9,DX10,DX11,DX12,Metal,Vulkan,WGPU,SDLRenderer2,SDLRenderer3:
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ensure that a texture in _WantDestroy state always turn to _Destroyed even
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if your underlying graphics data was already destroyed. (#8977)
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ensure that a texture in ImTextureStatus_WantDestroy state always turn to
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ImTextureStatus_Destroyed even if your underlying graphics data was already
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destroyed. (#8977)
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- Examples:
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- SDL2+DirectX11: Try WARP software driver if hardware driver is
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not available. (#5924, #5562)
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