I had previously added `flex_none` to the Divider and that caused it to
grow beyond the container's width in some cases (project panel, agent
panel's restore to check point button, etc.).
Release Notes:
- N/A
## Motivating problem
The gpui API currently has this counter intuitive behaviour
```rust
div()
.id("hallo")
.cursor_pointer()
.text_color(white())
.font_weight(FontWeight::SEMIBOLD)
.text_size(px(20.0))
.child("hallo")
.active(|this| this.text_color(red()))
```
By changing the text_color when the div is active, the current behaviour
is to overwrite all of the text styling rather than do a proper
refinement of the existing text styling leading to this odd result:
The button being active inadvertently changes the font size.
https://github.com/user-attachments/assets/1ff51169-0d76-4ee5-bbb0-004eb9ffdf2c
## Solution
Previously refining a Style would not recursively refine the TextStyle
inside of it, leading to this behaviour:
```rust
let mut style = Style::default();
style.refine(&StyleRefinement::default().text_size(px(20.0)));
style.refine(&StyleRefinement::default().font_weight(FontWeight::SEMIBOLD));
assert!(style.text_style().unwrap().font_size.is_none());
//assertion passes
```
(As best as I can tell) Style deliberately has `pub text:
TextStyleRefinement` storing the `TextStyleRefinement` rather than the
absolute `TextStyle` so that these refinements can be elsewhere used in
cascading text styles down to element's children. But a consequence of
that is that the refine macro was not properly recursively refining the
`text` field as it ought to.
I've modified the refine macro so that the `#[refineable]` attribute
works with `TextStyleRefinement` as well as the usual `TextStyle`.
(Perhaps a little bit haphazardly by simply checking whether the name
ends in Refinement - there may be a better solution there).
This PR resolves the motivating problem and triggers the assertion in
the above code as you'd expect. I've compiled zed under these changes
and all seems to be in order there.
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
🔜
TODO:
- [x] Add a utility pane to the left and right edges of the workspace
- [x] Add a maximize button to the left and right side of the pane
- [x] Add a new agents pane
- [x] Add a feature flag turning these off
POV: You're working agentically
<img width="354" height="606" alt="Screenshot 2025-12-13 at 11 50 14 PM"
src="https://github.com/user-attachments/assets/ce5469f9-adc2-47f5-a978-a48bf992f5f7"
/>
Release Notes:
- N/A
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Zed <zed@zed.dev>
- Edit prediction providers can now be configured through the settings
UI
- Cleaned up the status bar menu to only show _configured_ providers
- Added to the status bar icon button tooltip the name of the active
provider
- Only display the data collection functionality under "Privacy" for the
Zed models
- Moved the Codestral edit prediction provider out of the Mistral
section in the agent panel into the settings UI
- Refined and improved UI and states for configuring GitHub Copilot as
both an agent and edit prediction provider
#### Todos before merge:
- [x] UI: Unify with settings UI style and tidy it all up
- [x] Unify Copilot modal `impl`s to use separate window
- [x] Remove stop light icons from GitHub modal
- [x] Make dismiss events work on GitHub modal
- [ ] Investigate workarounds to tell if Copilot authenticated even when
LSP not running
Release Notes:
- settings_ui: Added a section for configuring edit prediction providers
under AI > Edit Predictions, including Codestral and GitHub Copilot.
Once you've updated you can use the following link to open it:
zed://settings/edit_predictions.providers
---------
Co-authored-by: Ben Kunkle <ben@zed.dev>
This PR removes the default, error, warning, and success color variants
from the `SwitchColor` enum. In the most YAGNI spirit, I think we'll
probably never want to use these colors for the switch, so there's no
reason to support them. And if we ever want to do it, we can re-add
them.
I also took the opportunity to change the default color to be "accent",
which is _already_ what we use for all instances of this component, so
there's no need to have to define it every time. This effectively makes
the enum support only "accent" and "custom", which I think is okay for
now if we ever need an escape hatch before committing to supporting new
values.
Release Notes:
- N/A
This allows users to select any snapshot in the debugger history feature
and go back to the active session snapshot.
We also change variable names to use hsitoric snapshot instead of
history and move the snapshot icon to the back of the debugger top
control strip.
https://github.com/user-attachments/assets/805de8d0-30c1-4719-8af7-2d47e1df1da4
Release Notes:
- N/A
Co-authored-by: Anthony Eid <hello@anthonyeid.me>
To do
* [x] Default to no context retrieval. Allow opting in to LSP-based
retrieval via a setting (for users in `zeta2` feature flag)
* [x] Feed this context to models when enabled
* [x] Make the zeta2 context view work well with LSP retrieval
* [x] Add a UI for the setting (for feature-flagged users)
* [x] Ensure Zeta CLI `context` command is usable
---
* [ ] Filter out LSP definitions that are too large / entire files (e.g.
modules)
* [ ] Introduce timeouts
* [ ] Test with other LSPs
* [ ] Figure out hangs
Release Notes:
- N/A
---------
Co-authored-by: Ben Kunkle <ben@zed.dev>
Co-authored-by: Agus Zubiaga <agus@zed.dev>
Mostly cleaning up the UI code. The UI looks fairly the same just a bit
more polished, with proper colors and spacing. Also added a scrollbar in
there. Next step would be to make it keyboard navigable.
<img width="500" height="1948" alt="Screenshot 2025-12-01 at 5 38@2x"
src="https://github.com/user-attachments/assets/c266b97c-4a79-4a0e-8e78-2f1ed1ba495f"
/>
Release Notes:
- N/A
This PR finally removes the `CheckboxWithLabel` component, which is not
fully needed given the `Checkbox` can take a `label` method. Then, took
advantage of the opportunity to add more methods with regards to label
customization (position, size, and color) in both the `Checkbox` and
`Switch` components.
Release Notes:
- N/A
Before we were simply not rendering anything which could lead to some
very surprising situations when joining channels ...
Now it will look like so
<img width="147" height="50" alt="image"
src="https://github.com/user-attachments/assets/13069de8-3dc0-45e1-b562-3fe81507dd87"
/>
Release Notes:
- Improved rendering of avatars that failed to load by rendering a
fallback icon
We're not using it anywhere anymore, so I think we can clean it up now.
This was a somewhat specific component we did for the sake of
Onboarding, but it ended up being removed.
Release Notes:
- N/A
This PR removes basically all of the component stories, with the
exception of the context menu, which is a bit more intricate to set up.
All of the component that won't have a story after this PR will have an
entry in the Component Preview, which serves basically the same purpose.
Release Notes:
- N/A
This PR removes the old `ToggleButton` component, replacing it with the
newer `ToggleButtonGroup` component in the couple of places that used to
use it. Ended up also adding a few more methods to the newer toggle
button group so the UI for the extensions page and the debugger main
picker didn't get visually impacted much. Then, as I was already in the
extensions page, decided to bake in some reasonably small UI
improvements to it as well.
Release Notes:
- N/A
- Only showing the "Create" menu item in the right-click context menu
for actions that _do not_ contain a binding already assigned to them
- Only show the "Clear Input" icon button in the keystroke modal when
the input is focused/in recording mode
- Add a subtle hover style to the table rows just to make it easier to
navigate
Release Notes:
- N/A
This enables optimizations for our own proc-macros as well as some heavy
hitters. Additionally this gates the `derive_inspector_reflection` to be
skipped for rust-analyzer as it currently slows down rust-analyzer way
too much
Release Notes:
- N/A *or* Added/Fixed/Improved ...
This PR makes the description in the callout that display general errors
in the agent panel be rendered as markdown. This allow us to pass URLs
to these error strings that will be clickable, improving the overall
interaction with them. Here's an example:
<img width="500" height="396" alt="Screenshot 2025-11-14 at 11 43@2x"
src="https://github.com/user-attachments/assets/f4fc629a-6314-4da1-8c19-b60e1a09653b"
/>
Release Notes:
- agent: Improved the interaction with errors by allowing links to be
clickable.
Release Notes:
- N/A
---
https://github.com/user-attachments/assets/d46b77ae-88ba-43da-93ad-3656a7fecaf9
The system menu is only support for macOS, so here just modify the macOS
platform special code.
The Windows, Linux used `ApplicationMenu`, I have already added
`checked` option to Zed's ContextMenu.
Then later when this PR merged, we can improve "View" menu to show check
state to panels (Project Panel, Outline Panel, ...).
This PR changes the loading/generating indicator when in the "waiting
for tool call confirmation" state so that's a bit more visible and
discernible as needing your attention, as opposed to a regular
generating state.
<img width="400" alt="Screenshot 2025-11-05 at 10 46@2x"
src="https://github.com/user-attachments/assets/88adbf97-20fb-49c4-9c77-b0a3a22aa14e"
/>
Release Notes:
- agent: Improved the "waiting for confirmation" state visibility so
that you more rapidly know the agent is waiting for you to act.
A user on Discord requested this feature:
https://discord.com/channels/869392257814519848/1434188637389717556/1434188637389717556
I added a scrollbar setting called `completion_menu_scrollbar` to the
completion menu and defaulted it to "Never" to match past behavior.
Release Notes:
- editor: Add `editor.completion_menu_scrollbar` setting to show a
scrollbar in the completion menu
Closes#40360
This PR added heuristics to determine what variable/breakpoint list
entry has the longest width when rendered. I added this in so the
uniform list would correctly determine which item has the longest width
and use that to calculate the scrollbar size.
The heuristic can be off if a non-mono space font is used in the UI; in
most cases, it's more than accurate enough though.
Release Notes:
- debugger: Add horizontal scroll bars to variable list, memory view,
and breakpoint list
---------
Co-authored-by: MrSubidubi <dev@bahn.sh>
Closes https://github.com/zed-industries/zed/issues/41334
This comes down to a caching issue..
Release Notes:
- Fixed an issue where the scrollbar track color would not update in
case the theme was changed.
Using the cool, [recently
added](https://github.com/zed-industries/zed/pull/40940) `focus-visible`
support in some components. This will be particularly nice in the
settings UI, as it will not display the focus styles if you're
navigating it with a pointer device as opposed to the keyboard.
Release Notes:
- N/A
Closes#40351
The leak mainly showed up in the appearance page because it had a lot of
dropdown menus. The problem occurred because the drop-down menus were
creating a new entity on each frame instead of using the
`window.use_state...` API.
Release Notes:
- settings ui: Fixed memory leak in UI
---------
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Closes#39172
This refactors when we resolve UI keybindings in an effort to reduce
flickering whilst painting these: Previously, we would always resolve
these upon creating the binding. This could lead to cases where the
corresponding context was not yet available and no binding could be
resolved, even if the binding was then available on the next presented
frame. Following that, on the next rerender of whatever requested this
keybinding, the keybind for that context would then be found, we would
render that and then also win a layout shift in that process, as we went
from nothing rendered to something rendered between these frames.
With these changes, this now happens less often, because we only look
for the keybinding once the context can actually be resolved in the
window.
| Before | After |
| --- | --- |
|
https://github.com/user-attachments/assets/adebf8ac-217d-4c7f-ae5a-bab3aa0b0ee8
|
https://github.com/user-attachments/assets/70a82b4b-488f-4a9f-94d7-b6d0a49aada9
|
Also reduced cloning in the keymap editor in this process, since that
requiered changing due to this anyway.
Release Notes:
- Fixed some cases where keybinds would appear with a slight delay,
causing a flicker in the process
We've been considering removing workspace-hack for a couple reasons:
- Lukas ran into a situation where its build script seemed to be causing
spurious rebuilds. This seems more likely to be a cargo bug than an
issue with workspace-hack itself (given that it has an empty build
script), but we don't necessarily want to take the time to hunt that
down right now.
- Marshall mentioned hakari interacts poorly with automated crate
updates (in our case provided by rennovate) because you'd need to have
`cargo hakari generate && cargo hakari manage-deps` after their changes
and we prefer to not have actions that make commits.
Currently removing workspace-hack causes our workspace to grow from
~1700 to ~2000 crates being built (depending on platform), which is
mainly a problem when you're building the whole workspace or running
tests across the the normal and remote binaries (which is where
feature-unification nets us the most sharing). It doesn't impact
incremental times noticeably when you're just iterating on `-p zed`, and
we'll hopefully get these savings back in the future when
rust-lang/cargo#14774 (which re-implements the functionality of hakari)
is finished.
Release Notes:
- N/A
Makes the dropdown trigger button styling consistent with the other
buttons and allows to add a tooltip in the trigger through the popover's
`trigger_with_tooltip` method.
Release Notes:
- N/A
Includes improvements in button padding, ways we space elements out,
more consistent use of some components, and cleaning up redundant
buttons styles. Pretty much nothing changes in the design, though.
Release Notes:
- N/A
Closes#39974
Since the thumb hitboxes themselves do not propagate events, we need to
paint the normal parent hitbox on top of the other ones. This also
caused hover detection to fail, which caused the issue linked.
Release Notes:
- Fixed an issue where hovering scrollbars in hovers would dismiss
these.