Commit Graph

3162 Commits

Author SHA1 Message Date
John Tur
81d38d9872 Additional Windows keyboard input fixes (#42294)
- Enable Alt+Numpad input
- For this to be effective, the default keybindings for Alt+{Number}
will need to be unbound. This won't be needed once we gain the ability
to differentiate numpad digit keys from alphanumeric digit keys.
  - Fixes https://github.com/zed-industries/zed/issues/40699
- Fix a number of edge cases with dead keys

Release Notes:

- N/A
2025-11-09 03:51:39 -05:00
John Tur
a66dac7b3a Fix crash during drag-and-drop on Windows (#42227)
The HGLOBAL is itself the HDROP. Do not dereference it.

Release Notes:

- windows: Fixed crashes during drag-and-drop operations
2025-11-07 19:18:47 +00:00
Lukas Wirth
8ba33ad270 gpui: Do not unwrap in window_procedure (#42216)
Technically these should not be possible to hit, but sentry says
otherwise. Turning these into errors should give us more information
than the abort due to unwinding across ffi boundaries.

Fixes ZED-321

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-07 18:10:30 +00:00
Lukas Wirth
6cafe4a9c5 gpui: Do not panic when unable to find the selected fonts (#42212)
Fixes ZED-329

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-07 17:08:37 +00:00
Mikayla Maki
082b80ec89 gpui: Unify the index_for_x methods (#42162)
Supersedes https://github.com/zed-industries/zed/pull/39910

At some point, these two (`index_for_x` and `closest_index_for_x`)
methods where separated out and some code paths used one, while other
code paths took the other. That said, their behavior is almost
identical:

- `index_for_x` computes the index behind the pixel offset, and returns
`None` if there's an overshoot
- `closest_index_for_x` computes the nearest index to the pixel offset,
taking into account whether the offset is over halfway through or not.
If there's an overshoot, it returns the length of the line.

Given these two behaviors, `closest_index_for_x` seems to be a more
useful API than `index_for_x`, and indeed the display map and other core
editor features use it extensively. So this PR is an experiment in
simply replacing one behavior with the other.

Release Notes:

- Improved the accuracy of mouse selections in Markdown
2025-11-07 14:23:43 +02:00
Jason Lee
29cc3d0e18 gpui: Add to support check state to MenuItem (#39876)
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, ...).
2025-11-07 09:42:55 +00:00
Lukas Wirth
a7fac65d62 gpui: Remove unneeded weak Rc cycle in WindowsWindowInner (#42119)
Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-06 17:33:09 +00:00
Lukas Wirth
bf8864d106 gpui: Remove all (unsound) ManuallyDrop usages, panic on device loss (#42114)
Given that when we lose our devices unrecoverably we will panic anyways,
might as well do so eagerly which makes it clearer.

Additionally this PR replaces all uses of `ManuallyDrop` with `Option`,
as otherwise we need to do manual bookkeeping of what is and isn't
initialized when we try to recover devices as we can bail out halfway
while recovering. In other words, the code prior to this was fairly
unsound due to freely using `ManuallyDrop::drop`.
 
Fixes ZED-1SS
 
Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-06 17:29:15 +00:00
Lukas Wirth
6f6f652cf2 zlog: Add env var to enable line number logging (#41905)
Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-06 15:31:26 +00:00
Lukas Wirth
001a47c8b7 gpui: Inline some hot recursive scope functions (#42069)
This reduces stack usage in prepainting slightly as we stack less
references to window/app.

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-06 08:31:39 +00:00
Lexi Mattick
273321608f gpui: Add debug assertion to Window::on_action and make docs consistent (#41202)
Improves formatting consistency across various docs, fixes some typos,
and adds a missing `debug_assert_paint` to `Window::on_action` and
`Window::on_action_when`.

Release Notes:

- N/A
2025-11-06 07:55:20 +00:00
Jason Lee
64c8c19e1b gpui: Impl Default for TextRun (#41084)
Release Notes:

- N/A

When I was implementing Input, I often used `TextRun`, but `background`,
`underline` and `strikethrough` were often not used.

So make change to simplify it.
2025-11-06 01:50:23 +00:00
Petros Amoiridis
714481073d Fix macOS new window stacking (#38683)
Closes #36206 

Disclaimer: I did use AI for help to end up with this proposed solution.
😅

## Observed behavior of native apps on macOS (like Safari)

I first did a quick research on how Safari behaves on macOS, and here's
what I have found:

1. Safari seems to position new windows with an offset based on the
currently active window
2. It keeps opening new windows with an offset until the new window
cannot fit the display bounds horizontally, vertically or both.
3. When it cannot fit horizontally, the new window opens at x=0
(y=active window's y)
4. When it cannot fit vertically, the new window opens at y=0 (x=active
window's x)
5. When it cannot fit both horizontally and vertically, the new window
opens at x=0 and y=0 (top left).
6. At any moment if I activate a different Safari window, the next new
window is offset off of that
7. If I resize the active window and open a new window, the new window
has the same size as the active window

So, I implemented the changes based on those observations.

I am not sure if touching `gpui/src/window.rs` is the way to go. I am
open to feedback and direction here.

I am also not sure if making my changes platform (macOS) specific, is
the right thing to do. I reckoned that Linux and Windows have different
default behaviors, and the original issue mentioned macOS. But,
likewise, I am open to take a different approach.

## Tests

I haven't included tests for such change, as it seems to me a bit
difficult to properly test this, other than just doing a manual
integration test. But if you would want them for such a change, happy to
try including them.

## Alternative approach

I also did some research on macOS native APIs that we could use instead
of trying to make the calculations ourselves, and I found
`NSWindow.cascadeTopLeftFromPoint` which seems to be doing exactly what
we want, and more. It probably takes more things into consideration and
thus it is more robust. We could go down that road, and add it to
`gpui/src/platform/mac/window.rs` and then use it for new window
creation. Again, if that's what you would do yourselves, let me know and
I can either change the implementation here, or open a new pull request
and let you decide which one would you would like to pursue.

## Video showing the behavior


https://github.com/user-attachments/assets/f802a864-7504-47ee-8c6b-8d9b55474899

🙇‍♂️

Release Notes:

- Improved macOS new window stacking
2025-11-06 01:22:49 +00:00
Sean Timm
eccdfed32b gpui: Convert macOS clipboard file URLs to paths for paste (#36848)
- On macOS, pasting now inserts the actual file path when the clipboard
contains a file URL (public.file-url/public.url)
- Terminal paste remains text-only; no temp files or data URLs are
created. If only raw image bytes exist on the clipboard, paste is a
no-op.
- Scope: macOS only; no dependency changes.
- Added a test (test_file_url_converts_to_path) that verifies URL→path
conversion using a unique pasteboard.

Release Notes:

- Improved pasting on macOS: now inserts the actual file path when the
clipboard contains a file URL (enables image paste support for Claude
Code)
2025-11-06 00:35:52 +00:00
Cyandev
2664596a34 gpui: Fix incorrect handling of Function key modifier on macOS (#38518)
On macOS, the Function key is reserved for system use and should not be
used in application code.

This commit updated keystroke matching and key event handling to ignore
the Function key modifier while users are typing or pressing
keybindings.

For some keyboards with compact layout (like my 65% keyboard), there is
no separated backtick key. Esc and it shares the same physical key. To
input backtick, users may press `Fn-Esc`. However, macOS will still
deliver events with Fn key modifier to applications. Cocoa framework can
handle this correctly, which typically ignore the Fn directly. GPUI
should also follow the same rule, otherwise, the backtick key on those
keyboards won't work.

Release Notes:

- Fixed a bug where typing fn-\` on macOS would not insert a `.
2025-11-05 23:19:32 +00:00
John Tur
7c23ef89ec Fix corrupted characters being inserted when Alt is pressed (#42033)
The Alt+Numpad buffer that's maintained by the input stack is getting
corrupted, leading to garbage characters being inserted on keystrokes
like Alt+Up. Disable the automatic handling of Alt+Numpad for now until
the cause of this corruption is understood. The Alt+Numpad input did not
work anyway, so this does not regress anything.

Release Notes:

- windows: Fixed corrupted characters being inserted when Alt is pressed
(preview only)
2025-11-05 21:03:36 +00:00
Danilo Leal
feed34cafe gpui: Add support for rendering SVG from external files (#42024)
Release Notes:

- N/A

---------

Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
2025-11-05 16:12:30 -03:00
John Tur
b4f7af066e Work around codegen bug with GetKeyboardState (#41970)
Works around an issue, which can be reproduced in the following program:
```rs
use windows::Win32::UI::Input::KeyboardAndMouse::{GetKeyboardState, VK_CONTROL};

fn main() {
    let mut keyboard_state = [0u8; 256];
    unsafe {
        GetKeyboardState(&mut keyboard_state).unwrap();
    }

    let ctrl_down = (keyboard_state[VK_CONTROL.0 as usize] & 0x80) != 0;
    println!("Is Ctrl down: {ctrl_down}");
}
```

In debug mode, this program prints the correct answer. In release mode,
it always prints false. The optimizer appears to think that
`keyboard_state` isn't mutated and remains zeroed, and folds the
`modifier_down` comparisons to `false`.

Release Notes:

- N/A
2025-11-05 08:06:14 +00:00
John Tur
2ead8c42fb Improve Windows text input for international keyboard layouts and IMEs (#41259)
- Custom handling of dead keys has been removed. UX for dead keys is now
the same as other applications on Windows.
- We could bring back some kind of custom UI, but only if UX is fully
compatible with expected Windows behavior (e.g. ability to move the
cursor after typing a dead key).
  - Fixes https://github.com/zed-industries/zed/issues/38838
- Character input via AltGr shift state now always has priority over
keybindings. This applies regardless of whether the keystroke used the
AltGr key or Ctrl+Alt to enter the shift state.
- In particular, we use the following heuristic to determine whether a
keystroke should trigger character input first or trigger keybindings
first:
- If the keystroke does not have any of Ctrl/Alt/Win down, trigger
keybindings first.
- Otherwise, determine the character that would be entered by the
keystroke. If it is a control character, or no character at all, trigger
keybindings first.
- Otherwise, the keystroke has _any_ of Ctrl/Alt/Win down and generates
a printable character. Compare this character against the character that
would be generated if the keystroke had _none_ of Ctrl/Alt/Win down:
- If the character is the same, the modifiers are not significant;
trigger keybindings first.
- If there is no active input handler, or the active input handler
indicates that it isn't accepting text input (e.g. when an operator is
pending in Vim mode), character entry is not useful; trigger keybindings
first.
- Otherwise, assume the modifiers enable access to an otherwise
difficult-to-enter key; trigger character entry first.
  - Fixes https://github.com/zed-industries/zed/issues/35862
- Fixes
https://github.com/zed-industries/zed/issues/40054#issuecomment-3447833349
  - Fixes https://github.com/zed-industries/zed/issues/41486
- TranslateMessage calls are no longer skipped for unhandled keystrokes.
This fixes language input keys on Japanese and Korean keyboards (and
surely other cases as well).
- To avoid any other missing-TranslateMessage headaches in the future,
the message loop has been rewritten in a "traditional" Win32 style,
where accelerators are handled in the message loop and TranslateMessage
is called in the intended manner.
  - Fixes https://github.com/zed-industries/zed/issues/39971
  - Fixes https://github.com/zed-industries/zed/issues/40300
  - Fixes https://github.com/zed-industries/zed/issues/40321
  - Fixes https://github.com/zed-industries/zed/issues/40335
  - Fixes https://github.com/zed-industries/zed/issues/40592
  - Fixes https://github.com/zed-industries/zed/issues/40638
- As a bonus, Alt+Space now opens the system menu, since it is triggered
by the WM_SYSCHAR generated by TranslateMessage.
- VK_PROCESSKEYs are now ignored rather than being unwrapped and matched
against keybindings. This ensures that IMEs will reliably receieve
keystrokes that they express interest in. This matches the behavior of
native Windows applications.
  - Fixes https://github.com/zed-industries/zed/issues/36736
  - Fixes https://github.com/zed-industries/zed/issues/39608
  - Fixes https://github.com/zed-industries/zed/issues/39991
  - Fixes https://github.com/zed-industries/zed/issues/41223
  - Fixes https://github.com/zed-industries/zed/issues/41656
  - Fixes https://github.com/zed-industries/zed/issues/34180
  - Fixes https://github.com/zed-industries/zed/issues/41766


Release Notes:

- windows: Improved keyboard input handling for international keyboard
layouts and IMEs
2025-11-04 20:28:12 -05:00
Sergey Cherepanoff
769a8a650e windows: Automatically find Windows SDK when building gpui (#38711)
### Summary

This PR changes `gpui/build.rs` to look up the Windows SDK directory in
the registry instead of falling back to a hard-coded path.

---

### Problem

Currently, building `gpui` on Windows requires `fxc.exe` to be in `PATH`
or at a predefined location (unless `GPUI_FXC_PATH` is set). This
requires to maintain a certain build environment with proper paths/vars
or to install the specific SDK version.

It is possible to find the SDK automatically using the registry keys it
creates upon installation. Specifically in
`SOFTWARE\\WOW6432Node\\Microsoft\\Microsoft SDKs\\Windows\\v10.0`
branch there are:
* `InstallationFolder` telling the SDK installation location;
* `ProductVersion` telling the SDK version in use.

These keys provide enough information to locate the SDK binaries, with
added robustness:
* handles non-standard SDK installation path;
* deterministically selects the latest SDK when multiple versions are
present.

---

### Changes Made

* **Updated `crates/gpui/build.rs`**:

  * added dependency on `winreg`
  * introduced `find_latest_windows_sdk_binary()` helper
  * updated fallback logic to use registry lookup

This PR only changes the fallback location, and does not touch the
established environment-based workflow.

Release Notes:

- N/A

---

### Impact

Reduces manual configuration needed to build GPUI on Windows.

---------

Co-authored-by: John Tur <john-tur@outlook.com>
2025-11-04 20:14:54 +00:00
scuzqy
cdd7d4b2fb windows: Skip AppendCategory call when there are no shell links (#37926)
`ICustomDestinationList::AppendCategory` rejects an empty `IObjectArray`
and returns an `E_INVALIDARG` error. Error propagated and caused an
early-return from `update_jump_list()`.
<img width="1628" height="540" alt="image"
src="https://github.com/user-attachments/assets/f8143297-c71e-42a1-a505-66cd77dfa599"
/>

Release Notes:

- N/A
2025-11-04 18:48:18 +00:00
John Tur
4002b32ad4 Coalesce dispatcher window messages on Windows (#41861)
Take 2 at https://github.com/zed-industries/zed/pull/41595

Release Notes:

- N/A
2025-11-04 09:43:06 +01:00
Anthony Eid
2eeb02305c editor: Add a setting to show a scrollbar in completion menu (#41849)
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
2025-11-03 21:03:18 +00:00
Lukas Wirth
5fc54986c7 Revert "sum_tree: Replace rayon with futures (#41586) (#41846)
This causes the background executor to hang

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-03 19:25:15 +00:00
Antal Szabó
71f1f3728d windows: Remove null terminator from keyboard ID (#41785)
Closes #41486, closes #35862 

It is unnecessary, and it broke the `uses_altgr` function.

Also add Slovenian layout as using AltGr.

This should fix:
-
https://github.com/zed-industries/zed/pull/40536#issuecomment-3477121224
- https://github.com/zed-industries/zed/issues/41486
- https://github.com/zed-industries/zed/issues/35862

As the current strategy relies on manually adding layouts that have
AltGr, it's brittle and not very elegant. It also has other issues (it
requests the current layout on every kesytroke and mouse movement).

**A potentially better and more comprehensive solution is at
https://github.com/zed-industries/zed/pull/41259**
This is just to fix the immediate issues while that gets reviewed.

Release Notes:

- windows: Fix AltGr handling on non-US layouts again.
2025-11-03 18:29:28 +01:00
Lukas Wirth
bc3c88e737 Revert "windows: Don't flood windows message queue with gpui messages" (#41803)
Reverts zed-industries/zed#41595

Closes #41704
2025-11-03 10:41:53 +00:00
Lukas Wirth
f2ce06c7b0 sum_tree: Replace rayon with futures (#41586)
Release Notes:

- N/A *or* Added/Fixed/Improved ...

Co-authored by: Kate <kate@zed.dev>
2025-10-31 10:39:01 +00:00
Mikayla Maki
7070038c92 gpui: Remove type bound (#41603)
Release Notes:

- N/A
2025-10-30 22:17:45 +00:00
Anthony Eid
44e5a962e6 debugger: Add horizontal scroll bars to variable list, memory view, and breakpoint list (#41594)
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>
2025-10-30 19:43:32 +00:00
Lukas Wirth
3944234bab windows: Don't flood windows message queue with gpui messages (#41595)
Release Notes:

- N/A

Co-authored by: Max Brunsfeld <max@zed.dev>
2025-10-30 20:09:32 +01:00
Lukas Wirth
ac3b232dda Reduce amount of foreground tasks spawned on multibuffer/editor updates (#41479)
When doing a project wide search in zed on windows for `hang`, zed
starts to freeze for a couple seconds ultimately starting to error with
`Not enough quota is available to process this command.` when
dispatching windows messages. The cause for this is that we simply
overload the windows message pump due to the sheer amount of foreground
tasks we spawn when we populate the project search.

This PR is an attempt at reducing this.

Release Notes:

- Reduced hangs and stutters in large project file searches
2025-10-30 17:40:56 +00:00
Finn Evers
9e5438906a svg_preview: Update preview on every buffer edit (#41270)
Closes https://github.com/zed-industries/zed/issues/39104

This fixes an issue where the preview would not work for remote buffers
in the process.

Release Notes:

- Fixed an issue where the SVG preview would not work in remote
scenarios.
- The SVG preview will now rerender on every keypress instead of only on
saves.
2025-10-29 18:49:39 +01:00
Paul Xu
02f5a514ce gpui: Add justify_evenly to Styled (#41262)
Release Notes:
- gpui: Add `justify_evenly()` to `Styled`.
2025-10-29 12:56:53 -04:00
tidely
4bd4d76276 gpui: Fix GPUI prompts from bleeding clicks into lower windows (#41442)
Closes #41180 

When using the fallback prompt renderer (default on Wayland), clicks
would bleed through into underlying windows. When the click happens to
hit a button that creates a prompt, it drops the
`RenderablePromptHandle` which is contained within `Window`, causing the
`Receiver` which returns the index of the clicked `PromptButton` to
return `Err(Canceled)` even though a button was pressed.

This bug appears in the GPUI `window.rs` example, which can be ran using
`cargo run -p gpui --example window`. MacOS has a native
`PromptRenderer` and thus needs additional code to be adjusted to be
able to reproduce the issue.

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-10-29 12:53:06 -04:00
Hilmar Wiegand
b92664c52d gpui: Implement support for wlr layer shell (#35610)
This reintroduces `layer_shell` support after #32651 was reverted. On
top of that, it allows setting options for the created surface,
restricts the enum variant to the `wayland` feature, and adds an example
that renders a clock widget using the protocol.

I've renamed the `WindowKind` variant to `LayerShell` from `Overlay`,
since the protocol can also be used to render wallpapers and such, which
doesn't really fit with the word.

Things I'm still unsure of:
- We need to get the layer options types to the user somehow, but
nothing from the `platform::linux` crate was exported, I'm assuming
intentionally. I've kept the types inside the module (instead of doing
`pub use layer_shell::*` to not pollute the global namespace with
generic words like `Anchor` or `Layer` Let me know if you want to do
this differently.
- I've added the options to the `WindowKind` variant. That's the only
clean way I see to supply them when the window is created. This makes
the kind no longer implement `Copy`.
- The options don't have setter methods yet and can only be defined on
window creation. We'd have to make fallible functions for setting them,
which only work if the underlying surface is a `layer_shell` surface.
That feels un-rust-y.

CC @zeroeightysix  
Thanks to @wuliuqii, whose layer-shell implementation I've also looked
at while putting this together.

Release Notes:

- Add support for the `layer_shell` protocol on wayland

---------

Co-authored-by: Ridan Vandenbergh <ridanvandenbergh@gmail.com>
2025-10-29 11:32:01 -04:00
Lukas Wirth
bde7e55adb editor: Render diagnostic popover even if the source is out of view (#41449)
This happens quite often with cargo based diagnostics which may spawn
several lines (sometimes the entire screen), forcing the user to scroll
up to the start of the diagnostic just to see the hover message is not
great.

Release Notes:

- Fixed diagnostics hovers not working if the diagnostic spans out of
view
2025-10-29 12:18:34 +00:00
Xiaobo Liu
f2c03d0d0a gpui: Fix typo in ForegroundExecutor documentation (#41446)
Release Notes:

- N/A

Signed-off-by: Xiaobo Liu <cppcoffee@gmail.com>
2025-10-29 10:53:52 +00:00
John Tur
16d84a31ec Adjust Windows fusion manifests (#41408)
- Declare UAC support. This will prevent Windows from flagging
`auto_update_helper.exe` as a legacy setup program that needs to run as
administrator.
- Declare support for Windows 10. This will stop Windows from applying
various application compatibility profiles.

The UAC policy is not really appropriate to apply to all GPUI
applications (e.g. an installer written in GPUI may want to declare
itself as `requireAdministrator` instead of `asInvoker`). I tried
splitting this into a Zed.exe-only manifest and enabling manifest file
merging, but I ran out of my time-box. We can fix this later if this is
flagged by GPUI users.

Release Notes:

- N/A
2025-10-28 20:21:31 -04:00
Sushant Mishra
a4a2acfaa5 gpui: Set initial window title on Wayland (#36844)
Closes #36843 

Release Notes:

- Fixed: set the initial window title correctly on startup in Wayland.
2025-10-28 16:52:01 +01:00
Lukas Wirth
1c4923e1c8 gpui: Add a timeout to #[gpui::test] tests (#41303)
Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-10-28 01:37:41 +00:00
Mikayla Maki
ac3d2a338b Tune the focus-visible heuristics a bit (#41314)
This isn't quite right yet, as a proper solution would remember the
input modality at the moment of focus change, rather than at painting
time. But this gets us close enough for now.

Release Notes:

- N/A
2025-10-27 19:53:53 +00:00
Conrad Irwin
58f07ff709 Try gh-workflow (#41155)
Experimenting with not writing YAML by hand...

Release Notes:

- N/A
2025-10-27 13:39:01 -06:00
Lukas Wirth
d6b31d8932 gpui: Fix TextLayout::layout producing invalid text runs (#41224)
The issues is that the closure supplied to `request_measured_layout`
could be run multiple times with differing `known_dimensions`. This in
turn will mean we truncate the font runs once, inserting a multibyte
char at the end but then in the next iteration use those truncated runs
for possible the original untruncated string which has multibyte
characters overlapping the now truncated run end resulting in a faulty
utf8 boundary index.

Solution to this is simple, truncate a clone of the runs when needed
instead of modifying the original.

Fixes https://github.com/zed-industries/zed/issues/36925
Fixed ZED-2FF
Fixes ZED-2KM
Fixes ZED-2KK
Fixes ZED-1FF
Fixes ZED-255
Fixes ZED-2JD
Fixes ZED-2FX
Fixes ZED-2K2
Fixes ZED-2JX
Fixes ZED-2GE
Fixes ZED-2FC
Fixes ZED-2GD
Fixes ZED-2HY
Fixes ZED-2HR
Fixes ZED-2FN
Fixes ZED-2GT
Fixes ZED-2FK
Fixes ZED-2EY
Fixes ZED-27E
Fixes ZED-272
Fixes ZED-2EM
Fixes ZED-2CC
Fixes ZED-29V
Fixes ZED-25B
Fixes ZED-257
Fixes ZED-24R
Fixes ZED-24Q
Fixes ZED-23Z
Fixes ZED-227

Release Notes:

- Fixed a crash in text shaping when truncating rendered text
2025-10-26 13:00:52 +01:00
Lukas Wirth
95ad7a6cae gpui: Drop unnecessary use of StringIndexConverter (#41221)
Might help with ZED-1FF

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-10-26 10:35:33 +00:00
John Tur
59a98bae3a Add attribution for code sourced from Windows Terminal (#41061)
Release Notes:

- N/A
2025-10-24 00:12:06 +00:00
Nia
68707ffc74 crashes: Avoid crash handler on detached threads (#40883)
Set a TLS bit to skip invoking the crash handler when a detached thread
panics.

cc @P1n3appl3 - is this at odds with what we need the crash handler to
do?

May close #39289, cannot repro without a nightly build

Release Notes:

- Fixed extension panics crashing Zed on Linux

Co-authored-by: dino <dinojoaocosta@gmail.com>
2025-10-23 21:04:22 +00:00
Lukas Wirth
66ec0fc0e1 Revert zero-width non-joiner insertion in text shaping (#41043)
Reverts parts of https://github.com/zed-industries/zed/pull/39928
Closes https://github.com/zed-industries/zed/issues/40987

Release Notes:

- Fixed some fonts rendering with absurd spacing on MacOS
2025-10-23 19:22:28 +00:00
Lukas Wirth
a66098b485 gpui: Revert reuse_prepaint change of #40767 (#41025)
c95ae84d91 (r2455674159)
Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-10-23 16:23:35 +00:00
Lukas Wirth
738e248109 gpui: Small perf optimizations (#40767)
Some random findings based on profiling

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-10-23 13:26:27 +00:00
Lukas Wirth
c529a066bf gpui: Arc GlobalElementId (#40979)
This shrinks it from roughly a ~kilobyte to 8 byte, removing a bunch of
memmoves emitted by the compiler. Also `Arc`'s it instead of boxing as
we do clone it a couple times here and there, making that also a fair
bit cheaper

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-10-23 07:58:33 +00:00