ocornut/imguiPublic

Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies

AI summary: A bloat-free graphical user interface library for C++ optimized for 3D applications.

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C++MITCreated Jul 21, 2014Last push todayLatest release v1.92.9b+123 stars this week+377 this month

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since Aug 10, 2014
020K40K60KAug 2014Jul 2018Jul 2022Aug 2026
75.6K stars as of Aug 7, 2026, tracked back to Aug 10, 2014. Historical curve reconstructed from public GitHub event archives, calibrated to the current total.

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  • Landmark project

    75,550 stars

  • Battle-tested

    12 years of history

  • Very active

    811 commits in 52 weeks

  • Community-driven

    ~562 contributors

  • Well documented

    High community health score

  • Permissive license

    MIT

  • Continuous integration

    Automated checks passing

  • Repeat trending

    6 trending appearances

What imgui does

Dear ImGui is a highly optimized, immediate-mode GUI library for C++ that is designed to be integrated into applications that already have a rendering loop, such as games or 3D engines. Unlike traditional retained-mode GUIs (like Qt or WPF), ImGui requires the developer to declare the UI every frame, which drastically simplifies state management and integration. It is specifically built to enable fast iteration for creation tools, debug overlays, and engine editors. It outputs optimized vertex buffers that can be rendered using any 3D API (DirectX, OpenGL, Vulkan).

C++ developers, particularly in the game development and real-time graphics industries, who need fast, robust, and easily integrated UI for tooling.

  • Immediate-mode paradigm: UI is declared programmatically every frame, eliminating complex state synchronization.
  • Renderer agnostic: Outputs raw vertex and index buffers, making it trivial to integrate with DirectX, OpenGL, Vulkan, or Metal.
  • Zero external dependencies: A self-contained C++ library that compiles quickly and easily into any project.
  • Rich widget set: Includes windows, sliders, trees, text inputs, graphs, and docking support.
  • Highly optimized: Designed to minimize draw calls and CPU overhead, ensuring it doesn't impact application framerate.

Where teams use it

Game engine tooling

Game developers use it to build level editors, asset inspectors, and complex debugging tools directly inside their engine.

Graphics debugging

Graphics programmers overlay real-time performance metrics and variable tweaks on top of their 3D applications.

Rapid prototyping

Researchers and engineers quickly throw together interactive UIs for simulation software without the overhead of heavy GUI frameworks.

Custom tool creation

Developers build standalone utilities for internal studio pipelines using ImGui for the interface.

Getting started: Add the `.cpp` and `.h` files to your project, initialize the context, and call `ImGui::Text("Hello")` in your render loop.

README

master branch

Dear ImGui

"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime." -ryg

Build Status Static Analysis Status Tests Status

(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.)

Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
  E-mail: contact @ dearimgui dot com
Individuals: support continued development and maintenance here. Also see Funding page.

The Pitch - Usage - How it works - Releases & Changelogs - Demo - Getting Started & Integration
Gallery - Support, FAQ - How to help - Funding & Sponsors - Credits - License
Wiki - Extensions - Language bindings & framework backends - Software using Dear ImGui - User quotes

The Pitch

Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).

Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported.

Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.

  • Minimize state synchronization.
  • Minimize UI-related state storage on user side.
  • Minimize setup and maintenance.
  • Easy to use to create dynamic UI which are the reflection of a dynamic data set.
  • 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.
  • Portable, minimize dependencies, run on target (consoles, phones, etc.).
  • Efficient runtime and memory consumption.
  • Battle-tested, used by many major actors in the game industry.

Usage

The core of Dear ImGui is self-contained within a few platform-agnostic files which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). No specific build process is required: you can add all files into your existing project.

Backends for a variety of graphics API and rendering platforms are provided in the backends/ folder, along with example applications in the examples/ folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.

C++20 users wishing to use a module may use the stripe2933/imgui-module third-party extension.

See the Getting Started & Integration section of this document for more details.

After Dear ImGui is set up in your application, you can use it from _anywhere_ in your program loop:

ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("Save"))
    MySaveFunction();
ImGui::InputText("string", buf, IM_COUNTOF(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
sample code output (dark) sample code output (light)
// Create a window called "My First Tool", with a menu bar.
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
if (ImGui::BeginMenuBar())
{
    if (ImGui::BeginMenu("File"))
    {
        if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
        if (ImGui::MenuItem("Save", "Ctrl+S"))   { /* Do stuff */ }
        if (ImGui::MenuItem("Close", "Ctrl+W"))  { my_tool_active = false; }
        ImGui::EndMenu();
    }
    ImGui::EndMenuBar();
}

// Edit a color stored as 4 floats
ImGui::ColorEdit4("Color", my_color);

// Generate samples and plot them
float samples[100];
for (int n = 0; n < 100; n++)
    samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f);
ImGui::PlotLines("Samples", samples, 100);

// Display contents in a scrolling region
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
ImGui::BeginChild("Scrolling");
for (int n = 0; n < 50; n++)
    ImGui::Text("%04d: Some text", n);
ImGui::EndChild();
ImGui::End();

my_first_tool_v192 6

Dear ImGui allows you to create elaborate tools as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.

How it works

The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's About the IMGUI paradigm section for more details.

Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.

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 & Changelogs

See Releases page for decorated Changelogs. Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!

Demo

Calling the ImGui::ShowDemoWindow() function will create a demo window showcasing a variety of features and examples. The code is always available for reference in imgui_demo.cpp.

You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:

Gallery

Examples projects using Dear ImGui: Tracy (profiler), ImHex (hex editor/data analysis), RemedyBG (debugger) and hundreds of others.

For more user-submitted screenshots of projects using Dear ImGui, check out the Gallery Threads!

For a list of third-party widgets and extensions, check out the Useful Extensions/Widgets wiki page.

Custom engine erhe (docking branch)
erhe
Custom engine for Wonder Boy: The Dragon's Trap (2017)
the dragon's trap
Custom engine (untitled)
editor white
Tracy Profiler (github)
tracy profiler

Getting Started & Integration

See the Getting Started guide for details.

On most platforms and when using C++, you should be able to use a combination of the imgui_impl_xxxx backends without modification (e.g. imgui_impl_win32.cpp + imgui_impl_dx11.cpp). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can later decide to rewrite a custom backend using your custom engine functions if you wish so.

Integrating Dear ImGui within your custom engine is a matter of mainly 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can create/update textures and render textured triangles. This is exactly what backends are doing.

  • The examples/ folder is populated with applications setting up a window and using standard backends.
  • The Getting Started guide has instructions to integrate imgui into an existing application using standard backends. It should in theory take you less than an hour to integrate Dear ImGui into your existing codebase where support libraries are linked. Less if you read carefully.
  • The Backends guide explains what backends are doing, and has instructions to implement a custom backend. You can also refer to the source code of our ~20 backends to understand how they work.
  • Generally, make sure to spend time reading the FAQ, comments, and the examples applications!

Officially maintained backends (in repository):

  • Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal 3/4, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
  • Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
  • Frameworks: Allegro5, Emscripten.

Third-party backends/bindings wiki page:

  • Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig...
  • Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
  • Many bindings are auto-generated (by good old cimgui or our newer dear_bindings), you can use their metadata output to generate bindings for other languages.

Useful Extensions/Widgets wiki page:

Useful extensions thumbnails

  • Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include ImPlot, ImPlot3d and Dear ImGui Test Engine.

Also see Wiki for more links and ideas.

Support, Frequently Asked Questions (FAQ)

See: Frequently Asked Questions (FAQ) where common questions are answered.

See: Getting Started and Wiki for many links, references, articles.

See: Articles about the IMGUI paradigm to read/learn about the Immediate Mode GUI paradigm.

See: Upcoming Changes.

See: Dear ImGui Test Engine + Test Suite for Automation & Testing.

For the purposes of getting search engines to crawl the wiki, here's a link to the Crawlable Wiki (not for humans, here's why).

Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use GitHub Discussions. For ANY other questions, bug reports, requests, feedback, please post on GitHub Issues. Please read and fill the New Issue template carefully.

Private support is available for paying business customers (E-mail: contact @ dearimgui dot com).

Which version should I get?

We occasionally tag Releases (with nice releases notes) but it is generally safe and recommended to sync to latest master or docking branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the docking branch with Multi-Viewport and Docking features. This branch is kept in sync with master regularly.

Who uses Dear ImGui?

See the Quotes, Funding & Sponsors, and Software using Dear ImGui Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the Gallery Threads!

How to help

How can I help?

  • See GitHub Forum/Issues.
  • You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
  • See Help wanted on the Wiki for some more ideas.
  • Be a Funding Supporter! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for Dear ImGui Test Engine (please reach out: contact AT dearimgui DOT com).

Sponsors

Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
Please see the detailed list of current and past Dear ImGui funding supporters and sponsors for details.
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.

THANK YOU to all past and present supporters for helping to keep this project alive and thriving!

Dear ImGui is using software and services provided free of charge for open source projects:

Credits

Developed by Omar Cornut and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of Media Molecule and first used internally on the game Tearaway (PS Vita).

Recurring contributors include Rokas Kupstys @rokups (2020-2022): a good portion of work on automation system and regression tests now available in Dear ImGui Test Engine.

Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by Disco Hello.

Omar: "I first discovered the IMGUI paradigm at Q-Games 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 font by Tristan Grimmer (MIT license).
Embeds ProggyForever fonts by Disco Hello, Tristan Grimmer (MIT license).
Embeds stb_textedit.h, stb_truetype.h, stb_rect_pack.h by Sean Barrett (public domain).

Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Special thanks to Alex Evans, Patrick Doane, Marco Koegler for kindly helping. Also thank you to everyone posting feedback, questions and patches on GitHub.

License

Dear ImGui is licensed under the MIT License, see LICENSE.txt for more information.

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122 total
  1. v1.92.9bv1.92.9bJul 31, 2026

    ## Dear ImGui v1.92.9b : Hotfix 🔥 ✋ **Reading the changelog is a good way to keep up to date with what Dear ImGui has to offer**, and will give you ideas of some features that you've been ignoring until now! 📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub! ---- Links: [Homepage](https://github.com/ocornut/imgui) - [Release notes](https://github.com/ocornut/imgui/releases) - [FAQ](https://www.dearimgui.com/faq) - [Issues, Q&A](https://github.com/ocornut/imgui/issues). Also see our [Wiki](https://github.com/ocornut/imgui/wiki) with sections such as.. - [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) (~25 lines in an existing app) - [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui) - [Language Bindings & Engine Backends](https://github.com/ocornut/imgui/wiki/Bindings) - and more! 👌 ## Changes in v1.92.9b (since [v1.92.9](https://github.com/ocornut/imgui/releases/v1.92.9)) **This is a hot-fix for two small regr

  2. v1.92.9v1.92.9Jul 25, 2026

    ## Dear ImGui v1.92.9 🌞 ✋ **Reading the changelog is a good way to keep up to date with what Dear ImGui has to offer**, and will give you ideas of some features that you've been ignoring until now! 📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub! ## ❗❗ EDIT: Followup Hot-fix: see [1.92.9b](https://github.com/ocornut/imgui/releases/tag/v1.92.9b). ❗❗ --- Links: [Homepage](https://github.com/ocornut/imgui) - [Release notes](https://github.com/ocornut/imgui/releases) - [FAQ](https://www.dearimgui.com/faq) - [Issues, Q&A](https://github.com/ocornut/imgui/issues). Also see our [Wiki](https://github.com/ocornut/imgui/wiki) with sections such as.. - [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) (~25 lines in an existing app) - [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui) - [Language Bindings & Engine Backends](https://github.com/ocornut/imgui/wiki/Bindings) - and more! 👌 **Dear ImGui is funded by your contr

  3. v1.92.8v1.92.8May 12, 2026

    ## Dear ImGui v1.92.8 🌵 ✋ **Reading the changelog is a good way to keep up to date with what Dear ImGui has to offer**, and will give you ideas of some features that you've been ignoring until now! 📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub! ---- Links: [Homepage](https://github.com/ocornut/imgui) - [Release notes](https://github.com/ocornut/imgui/releases) - [FAQ](https://www.dearimgui.com/faq) - [Issues, Q&A](https://github.com/ocornut/imgui/issues). Also see our [Wiki](https://github.com/ocornut/imgui/wiki) with sections such as.. - [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) (~25 lines in an existing app) - [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui) - [Language Bindings & Engine Backends](https://github.com/ocornut/imgui/wiki/Bindings) - and more! 👌 **Dear ImGui is funded by your contributions and absolutely needs them to sustain and grow**. We can invoice and accommodate to many situations

  4. v1.92.7v1.92.7Apr 2, 2026

    ## Dear ImGui v1.92.7: Spring again 🌱 ✋ **Reading the changelog is a good way to keep up to date with what Dear ImGui has to offer**, and will give you ideas of some features that you've been ignoring until now! 📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub! ---- Links: [Homepage](https://github.com/ocornut/imgui) - [Release notes](https://github.com/ocornut/imgui/releases) - [FAQ](https://www.dearimgui.com/faq) - [Issues, Q&A](https://github.com/ocornut/imgui/issues). Also see our [Wiki](https://github.com/ocornut/imgui/wiki) with sections such as.. - [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) (~25 lines in an existing app) - [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui) - [Language Bindings & Engine Backends](https://github.com/ocornut/imgui/wiki/Bindings) - and more! 👌 **Dear ImGui is funded by your contributions and absolutely needs them to sustain and grow**. We can invoice and accommodate to m

  5. v1.92.6v1.92.6Feb 17, 2026

    ## v1.92.6 🔍 ❤️ **Last year was the 10th anniversary of v1.00! Read: [10 years of Dear ImGui](https://github.com/ocornut/imgui/issues/7892)** ! 🎉 ✋ **Reading the changelog is a good way to keep up to date with what Dear ImGui has to offer**, and will give you ideas of some features that you've been ignoring until now! 📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub! ---- Links: [Homepage](https://github.com/ocornut/imgui) - [Release notes](https://github.com/ocornut/imgui/releases) - [FAQ](https://www.dearimgui.com/faq) - [Issues, Q&A](https://github.com/ocornut/imgui/issues). Also see our [Wiki](https://github.com/ocornut/imgui/wiki) with sections such as.. - [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) (~25 lines in an existing app) - [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui) - [Language Bindings & Engine Backends](https://github.com/ocornut/imgui/wiki/Bindings) - and more! 👌 **Dear ImGui is fu

Commits per week

last 52 weeks
340Week of 2025-08-10: 20 commitsWeek of 2025-08-17: 16 commitsWeek of 2025-08-24: 23 commitsWeek of 2025-08-31: 14 commitsWeek of 2025-09-07: 34 commitsWeek of 2025-09-14: 19 commitsWeek of 2025-09-21: 23 commitsWeek of 2025-09-28: 17 commitsWeek of 2025-10-05: 11 commitsWeek of 2025-10-12: 17 commitsWeek of 2025-10-19: 15 commitsWeek of 2025-10-26: 22 commitsWeek of 2025-11-02: 21 commitsWeek of 2025-11-09: 17 commitsWeek of 2025-11-16: 31 commitsWeek of 2025-11-23: 22 commitsWeek of 2025-11-30: 14 commitsWeek of 2025-12-07: 9 commitsWeek of 2025-12-14: 5 commitsWeek of 2025-12-21: 12 commitsWeek of 2025-12-28: 2 commitsWeek of 2026-01-04: 14 commitsWeek of 2026-01-11: 10 commitsWeek of 2026-01-18: 20 commitsWeek of 2026-01-25: 10 commitsWeek of 2026-02-01: 8 commitsWeek of 2026-02-08: 13 commitsWeek of 2026-02-15: 17 commitsWeek of 2026-02-22: 20 commitsWeek of 2026-03-01: 4 commitsWeek of 2026-03-08: 20 commitsWeek of 2026-03-15: 30 commitsWeek of 2026-03-22: 13 commitsWeek of 2026-03-29: 24 commitsWeek of 2026-04-05: 22 commitsWeek of 2026-04-12: 19 commitsWeek of 2026-04-19: 27 commitsWeek of 2026-04-26: 6 commitsWeek of 2026-05-03: 5 commitsWeek of 2026-05-10: 16 commitsWeek of 2026-05-17: 6 commitsWeek of 2026-05-24: 7 commitsWeek of 2026-05-31: 13 commitsWeek of 2026-06-07: 12 commitsWeek of 2026-06-14: 19 commitsWeek of 2026-06-21: 11 commitsWeek of 2026-06-28: 19 commitsWeek of 2026-07-05: 16 commitsWeek of 2026-07-12: 14 commitsWeek of 2026-07-19: 12 commitsWeek of 2026-07-26: 12 commitsWeek of 2026-08-02: 8 commitsAug 10, 2025Aug 2, 2026
811 commits in the last 52 weeks.

When work happens

weekday and hour
SunMonTueWedThuFriSat036912151821Sun 0:00 — 20 commitsSun 1:00 — 10 commitsSun 2:00 — 1 commitsSun 3:00 — 3 commitsSun 4:00 — 2 commitsSun 5:00 — 2 commitsSun 6:00 — 2 commitsSun 7:00 — 2 commitsSun 8:00 — 5 commitsSun 9:00 — 10 commitsSun 10:00 — 47 commitsSun 11:00 — 62 commitsSun 12:00 — 78 commitsSun 13:00 — 49 commitsSun 14:00 — 51 commitsSun 15:00 — 66 commitsSun 16:00 — 92 commitsSun 17:00 — 96 commitsSun 18:00 — 80 commitsSun 19:00 — 54 commitsSun 20:00 — 42 commitsSun 21:00 — 43 commitsSun 22:00 — 58 commitsSun 23:00 — 64 commitsMon 0:00 — 23 commitsMon 1:00 — 11 commitsMon 2:00 — 10 commitsMon 3:00 — 2 commitsMon 4:00 — 3 commitsMon 5:00 — 1 commitsMon 6:00 — 1 commitsMon 7:00 — 5 commitsMon 8:00 — 7 commitsMon 9:00 — 35 commitsMon 10:00 — 69 commitsMon 11:00 — 108 commitsMon 12:00 — 117 commitsMon 13:00 — 96 commitsMon 14:00 — 154 commitsMon 15:00 — 182 commitsMon 16:00 — 162 commitsMon 17:00 — 162 commitsMon 18:00 — 134 commitsMon 19:00 — 123 commitsMon 20:00 — 85 commitsMon 21:00 — 66 commitsMon 22:00 — 75 commitsMon 23:00 — 43 commitsTue 0:00 — 21 commitsTue 1:00 — 7 commitsTue 2:00 — 3 commitsTue 3:00 — 4 commitsTue 4:00 — 3 commitsTue 5:00 — 2 commitsTue 6:00 — 1 commitsTue 7:00 — 4 commitsTue 8:00 — 4 commitsTue 9:00 — 23 commitsTue 10:00 — 55 commitsTue 11:00 — 108 commitsTue 12:00 — 123 commitsTue 13:00 — 77 commitsTue 14:00 — 122 commitsTue 15:00 — 163 commitsTue 16:00 — 163 commitsTue 17:00 — 128 commitsTue 18:00 — 135 commitsTue 19:00 — 108 commitsTue 20:00 — 101 commitsTue 21:00 — 66 commitsTue 22:00 — 64 commitsTue 23:00 — 47 commitsWed 0:00 — 20 commitsWed 1:00 — 9 commitsWed 2:00 — 3 commitsWed 3:00 — 1 commitsWed 4:00 — 2 commitsWed 5:00 — 1 commitsWed 6:00 — 5 commitsWed 7:00 — 9 commitsWed 8:00 — 5 commitsWed 9:00 — 35 commitsWed 10:00 — 69 commitsWed 11:00 — 104 commitsWed 12:00 — 128 commitsWed 13:00 — 80 commitsWed 14:00 — 155 commitsWed 15:00 — 182 commitsWed 16:00 — 146 commitsWed 17:00 — 172 commitsWed 18:00 — 154 commitsWed 19:00 — 113 commitsWed 20:00 — 85 commitsWed 21:00 — 76 commitsWed 22:00 — 84 commitsWed 23:00 — 60 commitsThu 0:00 — 24 commitsThu 1:00 — 4 commitsThu 2:00 — 1 commitsThu 3:00 — 2 commitsThu 4:00 — 2 commitsThu 5:00 — 3 commitsThu 6:00 — 1 commitsThu 7:00 — 2 commitsThu 8:00 — 15 commitsThu 9:00 — 22 commitsThu 10:00 — 44 commitsThu 11:00 — 103 commitsThu 12:00 — 82 commitsThu 13:00 — 79 commitsThu 14:00 — 137 commitsThu 15:00 — 179 commitsThu 16:00 — 187 commitsThu 17:00 — 156 commitsThu 18:00 — 158 commitsThu 19:00 — 122 commitsThu 20:00 — 94 commitsThu 21:00 — 86 commitsThu 22:00 — 72 commitsThu 23:00 — 71 commitsFri 0:00 — 17 commitsFri 1:00 — 17 commitsFri 2:00 — 3 commitsFri 3:00 — 4 commitsFri 4:00 — 1 commitsFri 5:00 — 0 commitsFri 6:00 — 2 commitsFri 7:00 — 3 commitsFri 8:00 — 6 commitsFri 9:00 — 35 commitsFri 10:00 — 55 commitsFri 11:00 — 92 commitsFri 12:00 — 78 commitsFri 13:00 — 68 commitsFri 14:00 — 104 commitsFri 15:00 — 149 commitsFri 16:00 — 139 commitsFri 17:00 — 118 commitsFri 18:00 — 126 commitsFri 19:00 — 91 commitsFri 20:00 — 61 commitsFri 21:00 — 47 commitsFri 22:00 — 66 commitsFri 23:00 — 34 commitsSat 0:00 — 27 commitsSat 1:00 — 7 commitsSat 2:00 — 0 commitsSat 3:00 — 0 commitsSat 4:00 — 2 commitsSat 5:00 — 1 commitsSat 6:00 — 0 commitsSat 7:00 — 4 commitsSat 8:00 — 6 commitsSat 9:00 — 15 commitsSat 10:00 — 50 commitsSat 11:00 — 36 commitsSat 12:00 — 40 commitsSat 13:00 — 45 commitsSat 14:00 — 42 commitsSat 15:00 — 55 commitsSat 16:00 — 55 commitsSat 17:00 — 73 commitsSat 18:00 — 50 commitsSat 19:00 — 52 commitsSat 20:00 — 43 commitsSat 21:00 — 28 commitsSat 22:00 — 17 commitsSat 23:00 — 51 commits
Commit volume by weekday and hour (UTC). Larger dots mean more commits.

Who is committing

last 52 weeks
Maintainer commits718 (87%)
Community commits107 (13%)

825 commits in total over the last year.

DateListRankStars gained
Jul 31, 2026monthly#12+1,394
Jul 30, 2026monthly#12+1,394
Jul 29, 2026daily#12+51
Jul 29, 2026monthly#13+1,366
Jul 28, 2026daily#12+51
Jul 27, 2026monthly#12+1,158