Releases: pkdawson/imgui-godot
v5.0.1
- Update to ImGui 1.90.5
- Load GDExtension earlier, so Godot prompts you to restart the editor to finish installation
See also the v5.0.0 release notes
v5.0.0
To enable various new features, this plugin now includes native GDExtension binaries. This is optional, so you can continue to use the pure C# implementation if you want a smaller plugin without these features.
Compatibility changes
These are the new minimum requirements for imgui-godot. If you need to use older stuff, you can continue to use the 4.x
branch. It won't receive new features, but I'll fix any reported bugs.
- Godot 4.2
- .NET 8
API changes
ImGuiLayer
is no longer part of the public API. Use ImGuiGD.Connect(...)
and ImGuiGD.Visible
instead.
A few things were removed from ImGuiGD
because they should have only been used internally anyway.
New GDExtension features
- Partial support for GDScript
- Supports C++ modules
- Supports C++ GDExtensions
- In-editor GUI with tool scripts
- FreeType font rendering
New universal features
- Add optional
glyphRanges
parameter toImGuiGD.AddFont
GDScript
The GDScript bindings for ImGui are based on the official dear_bindings
. It covers most of the API, but for now excludes some of the more complicated stuff like table sorting. If there's a specific feature you need that isn't working, please file an issue.
Notes
This is a huge update with a ton of new code, so there are probably some bugs I still haven't found. The documentation and examples need some work as well. Please submit an issue if you encounter any trouble.
Note
The filename of the full package (with GDExtension) includes the version of ImGui it was built with. It's very important to use a matching version of ImGui.NET, or your game will crash. This will always be the latest version of ImGui.NET at the time of release, and I will try to quickly release new packages shortly after ImGui.NET is updated.
v4.1.1
Fix SubViewport mouse position in Godot 4.2.2
v4.1.0
- Support AtlasTexture in image widgets
v4.0.6
- Compile shader from source, and let the engine cache it. This should fix some compatibility issues.
- Add some checks for programming errors when changing scale or fonts at the wrong time, so a C# exception is thrown instead of crashing.
- For Godot 4.2: Disable imgui-godot code in mobile export (ie, on platforms that ImGui.NET does not support).
v4.0.5
Supports (and requires) ImGui 1.89.9.
v4.0.4
- Fix warnings when the C# nullable context is enabled
- Code style cleanup in the demo project
v5.0.0-beta1
See the wiki
Breaking changes
ImGuiLayer
is no longer part of the public API. UseImGuiGD.Connect()
andImGuiGD.Visible
instead.
v4.0.3
- Reduce heap allocations
- Support
NavEnableSetMousePos
with multi-viewports - Fix style padding when changing scale
- Minor performance improvements for multi-viewports and the thread-safe renderer
v4.0.2
Uses Godot's new C# preprocessor symbols to maintain compatibility with Godot 4.0, and remove unnecessary code when targeting Godot 4.1