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	ImBitArray: Rename ClearBits() to ClearAllBits() and add SetAllBits(). ImBitArraySetBitRange work on range [n..n2) instead of [n..n2]
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		| @@ -2285,8 +2285,8 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) | ||||
|         g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized | ||||
|         ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; | ||||
|         ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask;                       // We need 132-bit of storage | ||||
|         remaining_mask.ClearBits(); | ||||
|         remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count - 1); | ||||
|         remaining_mask.ClearAllBits(); | ||||
|         remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); | ||||
|         remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen); | ||||
|         IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); | ||||
|         int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); | ||||
|   | ||||
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