Version 1.79

+ Update readme and mission statement.
Removed "Minimize screen reel-estate usage", removed details on memory consumption (still very valid, just too much noise in a mission statement)
diff --git a/.github/workflows/static-analysis.yml b/.github/workflows/static-analysis.yml
index 868b574..0b7ef36 100644
--- a/.github/workflows/static-analysis.yml
+++ b/.github/workflows/static-analysis.yml
@@ -67,7 +67,7 @@
         discord-job-fixed-failure-embed: |
           {
             "title": "`{{ github.branch }}` branch is no longer failing!",
-            "description": "Staic analysis failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
+            "description": "Static analysis failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
             "color": "0x00FF00",
             "url": "{{ github.context.payload.head_commit.url }}",
             "timestamp": "{{ run.completed_at }}"
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 220fef3..729f0b8 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -32,7 +32,7 @@
 
 
 -----------------------------------------------------------------------
- VERSION 1.79 WIP (In Progress)
+ VERSION 1.79 (Released 2020-10-08)
 -----------------------------------------------------------------------
 
 Breaking Changes:
@@ -42,6 +42,7 @@
   It was also getting in the way of better font scaling, so let's get rid of it now!
   If you used DisplayOffset it was probably in association to rasterizing a font at a specific size,
   in which case the corresponding offset may be reported into GlyphOffset. (#1619)
+  If you scaled this value after calling AddFontDefault(), this is now done automatically.
 - ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using
   the ImGuiListClipper::Begin() function, with misleading edge cases. Always use ImGuiListClipper::Begin()!
   Kept inline redirection function (will obsolete).
@@ -49,7 +50,7 @@
 - Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
 - Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete).
 - Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77.
-  For variety of reason this is more self-explanatory. Kept inline redirection function.
+  For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function.
 - Removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it
   is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can
   use IsWindowAppearing() after BeginPopup() for a similar result.
@@ -59,8 +60,8 @@
 - Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
 - Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups]
 - Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
-- Scrolling: Fixed SetScrollHere functions edge snapping when called during a frame where ContentSize
-  is changing (issue introduced in 1.78). (#3452).
+- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where 
+  ContentSize is changing (issue introduced in 1.78). (#3452).
 - InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon]
 - InputText: Added selection helpers in ImGuiInputTextCallbackData().
 - InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit.
@@ -104,6 +105,7 @@
 - Popups, Tooltips: Fix edge cases issues with positionning popups and tooltips when they are larger than
   viewport on either or both axises. [@Rokups]
 - Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
+  Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font.
 - Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible.
 - Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console').
 - Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have
diff --git a/docs/README.md b/docs/README.md
index 81c92b3..476540d 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -5,10 +5,12 @@
 
 <sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
 
-Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
+Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts:
 <br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_
 
-Individuals: support continued maintenance and development with [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
+Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
+
+Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
 
 ----
 
@@ -18,7 +20,7 @@
 
 Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
 
-| [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Integration](#integration) |
+| [Usage](#usage) - [How it works](#how-it-works) - [Releases](#releases) - [Demo](#demo) - [Integration](#integration) |
 :----------------------------------------------------------: |
 | [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) -  [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) |
 | [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
@@ -36,7 +38,7 @@
 After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
 
 Code:
-```cp
+```cpp
 ImGui::Text("Hello, world %d", 123);
 if (ImGui::Button("Save"))
     MySaveFunction();
@@ -45,7 +47,7 @@
 ```
 Result:
 <br>![sample code output (dark)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0001.png) ![sample code output (light)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0002.png)
-<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
+<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px)_
 
 Code:
 ```cpp
@@ -91,6 +93,10 @@
 
 _A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
 
+### Releases
+
+See [Releases](https://github.com/ocornut/imgui/releases) page.
+
 ### Demo
 
 Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
@@ -179,12 +185,7 @@
 
 **How can I help financing further development of Dear ImGui?**
 
-Your contributions are keeping this project alive. The library is available under a free and permissive license, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out for invoiced technical support and maintenance contracts. Thank you!
-
-Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
-<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui.com_
-
-Individuals: support continued maintenance and development with [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
+See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
 
 Sponsors
 --------
@@ -214,7 +215,7 @@
 Recurring contributors (2020): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups), Ben Carter [@ShironekoBen](https://github.com/ShironekoBen).
 A large portion of work on automation systems, regression tests and other features are currently unpublished.
 
-"I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
+Omar: "I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
 
 Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
 
diff --git a/examples/README.txt b/examples/README.txt
index e2577ed..68b6c10 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -1,5 +1,5 @@
 -----------------------------------------------------------------------
- dear imgui, v1.79 WIP
+ dear imgui, v1.79
 -----------------------------------------------------------------------
  examples/README.txt
  (This is the README file for the examples/ folder. See docs/ for more documentation)
diff --git a/imgui.cpp b/imgui.cpp
index 2425cf2..6e6d65d 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.79 WIP
+// dear imgui, v1.79
 // (main code and documentation)
 
 // Help:
@@ -92,14 +92,13 @@
  - Easy to use to create code-driven and data-driven tools.
  - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
  - Easy to hack and improve.
- - Minimize screen real-estate usage.
  - Minimize setup and maintenance.
  - Minimize state storage on user side.
  - Portable, minimize dependencies, run on target (consoles, phones, etc.).
- - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,.
-   opening a tree node for the first time, etc. but a typical frame should not allocate anything).
+ - Efficient runtime and memory consumption.
 
- Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
+ Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
+
  - Doesn't look fancy, doesn't animate.
  - Limited layout features, intricate layouts are typically crafted in code.
 
@@ -377,7 +376,7 @@
  - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
  - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
  - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
- - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. It was also getting in the way of better font scaling, so let's get rid of it now!
+ - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
  - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
                        replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
                        worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
diff --git a/imgui.h b/imgui.h
index 7fe14c4..798ae06 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1,4 +1,4 @@
-// dear imgui, v1.79 WIP
+// dear imgui, v1.79
 // (headers)
 
 // Help:
@@ -59,8 +59,8 @@
 
 // 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               "1.79 WIP"
-#define IMGUI_VERSION_NUM           17803
+#define IMGUI_VERSION               "1.79"
+#define IMGUI_VERSION_NUM           17900
 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
 
 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index eb7e24b..60be4b2 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.79 WIP
+// dear imgui, v1.79
 // (demo code)
 
 // Help:
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index 3f66669..c491cd2 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.79 WIP
+// dear imgui, v1.79
 // (drawing and font code)
 
 /*
diff --git a/imgui_internal.h b/imgui_internal.h
index 896a8ae..470bf4e 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1,4 +1,4 @@
-// dear imgui, v1.79 WIP
+// dear imgui, v1.79
 // (internal structures/api)
 
 // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index d0cc5b2..fe5d2ba 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.79 WIP
+// dear imgui, v1.79
 // (widgets code)
 
 /*