Tables,Columns: fixed a layout issue where SameLine() prior to a row change would set the next row in such state where subsequent SameLine() would move back to previous row.
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 0b665e2..6fa0f4d 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -56,6 +56,8 @@
 
 - InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
   Enter keep the input active and select all text.
+- Tables,Columns: fixed a layout issue where SameLine() prior to a row change would set the
+  next row in such state where subsequent SameLine() would move back to previous row.
 - IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
   can apply to mouse data as well. (#4921)
 - Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
diff --git a/imgui.h b/imgui.h
index a239044..ce08569 100644
--- a/imgui.h
+++ b/imgui.h
@@ -65,7 +65,7 @@
 // Version
 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
 #define IMGUI_VERSION               "1.89 WIP"
-#define IMGUI_VERSION_NUM           18804
+#define IMGUI_VERSION_NUM           18805
 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
 #define IMGUI_HAS_TABLE
 
diff --git a/imgui_tables.cpp b/imgui_tables.cpp
index 9b18f41..80ae613 100644
--- a/imgui_tables.cpp
+++ b/imgui_tables.cpp
@@ -1717,6 +1717,8 @@
     table->RowTextBaseline = 0.0f;
     table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
     window->DC.PrevLineTextBaseOffset = 0.0f;
+    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
+    window->DC.IsSameLine = false;
     window->DC.CursorMaxPos.y = next_y1;
 
     // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
@@ -3957,6 +3959,7 @@
     {
         // New row/line: column 0 honor IndentX.
         window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
+        window->DC.IsSameLine = false;
         columns->LineMinY = columns->LineMaxY;
     }
     window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);