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	Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by applications using multiple font atlases.
+ fixed mislocated Changelog entries added recently.
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							@@ -23,7 +23,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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#define IMGUI_VERSION               "1.89.2 WIP"
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#define IMGUI_VERSION_NUM           18913
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#define IMGUI_VERSION_NUM           18914
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#define IMGUI_HAS_TABLE
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/*
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@@ -1911,7 +1911,7 @@ struct ImGuiIO
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    float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
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    float       HoverDelayNormal;               // = 0.30 sec       // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayNormal) returns true.
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    float       HoverDelayShort;                // = 0.10 sec       // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayShort) returns true.
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    void*       UserData;                       // = NULL           // Store your own data for retrieval by callbacks.
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    void*       UserData;                       // = NULL           // Store your own data.
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    ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
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    float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
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@@ -2808,6 +2808,7 @@ struct ImFontAtlas
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    int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
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    int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
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    bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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    void*                       UserData;           // Store your own atlas related user-data (if e.g. you have multiple font atlas).
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    // [Internal]
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    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
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