When trying to split and clone a non clone-able workspace item we now
attempt split and move instead of doing nothing. Additionally we disable
the split menu buttons if we can't split the active item at all.
Release Notes:
- Improved handling of unsplittable panes
Split out from https://github.com/zed-industries/zed/pull/40774 to
reduce the size of the reland of that PR (once I figure out the cause of
the issue)
Release Notes:
- N/A *or* Added/Fixed/Improved ...
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
Closes https://github.com/zed-industries/zed/issues/40047
Closes https://github.com/zed-industries/zed/issues/24798
Closes https://github.com/zed-industries/zed/issues/24788
Before, each editor, even if it's the same buffer split in 2, was
querying for inlay hints separately, and storing the whole inlay hint
twice, in `Editor`'s `display_map` and its `inlay_hint_cache` fields.
Now, instead of `inlay_hint_cache`, each editor maintains a minimal set
of metadata (which area was queried by what task) instead, and all LSP
inlay hint data had been moved into `LspStore`, both local and remote
flavors store the data.
This allows Zed, as long as a buffer is open, to reuse the inlay hint
data similar to how document colors and code lens are now stored and
reused.
Unlike other reused LSP data, inlay hints data is the first one that's
possible to query by document ranges and previous version had issue with
caching and invalidating such ranges already queried for.
The new version re-approaches this by chunking the file into row ranges,
which are queried based on the editors' visible area.
Among the corresponding refactoring, one notable difference in inlays
display are multi buffers: buffers in them are not
[registered](https://microsoft.github.io/language-server-protocol/specifications/lsp/3.17/specification/#textDocument_didOpen)
in the language server until a caret/selection is placed inside their
excerpts inside the multi buffer.
New inlays code does not query language servers for unregistered
buffers, as servers usually respond with empty responses or errors in
such cases.
Release Notes:
- Reworked inlay hints to be less error-prone
---------
Co-authored-by: Lukas Wirth <lukas@zed.dev>
Co-authored-by: dino <dinojoaocosta@gmail.com>
Co-authored-by: Lukas Wirth <me@lukaswirth.dev>
We were spawning the process on the foreground thread before which can
block an arbitrary amount of time. Likewise we no longer block
deserialization on the terminal loading.
Release Notes:
- Improved startup time on systems with slow process spawning
capabilities
Re-applies https://github.com/zed-industries/zed/pull/30840
This PR re-applies the initial
[PR](https://github.com/zed-industries/zed/pull/30840). As it was closed
because it was hard to land, because of the many conflicts. This PR
re-applies the changes for it.
In several cases we were creating multiple display_map
snapshots within the same root-level function call.
Creating a display_map snapshot is quite slow, and in some
cases we were creating the snapshot multiple times.
Release Notes:
- N/A
This is a follow-up PR to
https://github.com/zed-industries/zed/pull/39609, and attempts to
address hidden status bar items still contributing to the layout and
creating extra spacing.

- 203cbd634bfb1489b8afa4952d9594615a956b77 Adds a `.none()` method to
the `gpui::Styled` helper trait, so that status items can set their
display type to none inside their `render` method.
- 249f06e3de63b0ab32814f20e7105d8e2b642f02 Applies `.none()` to all the
status items.
- ~~499f564906c88336608c81615b11ebc9ab43d832~~ At first I was adding an
`is_visible` method to the `StatusBarView` trait, which would be used to
skip status bar items which would just render an empty div anyway, but I
felt duplicating the conditions for hiding the buttons between the
status items `is_visible` and `render` methods could be an attraction
for bugs, so I tried to find another approach. This commit contains
those changes, reverted immediately (if the `is_visible` approach is
preferred I can bring it back!)
- f37cb75f0519ceea1f3e1cc4f97087a5cb34b0fd (bonus!) Adds a condition to
the vim mode indicator to avoid a leading space when there are no
pending keys.
Release Notes:
- N/A
This PR primarily does two things:
- replace `serde_json::from_reader` with `serde_json::from_slice`, as
the latter is much much faster, even with loading the file into memory
first.
- runs the initial loading of themes and icon themes coming from
extensions in parallel instead of sequential.
Measuring the `eager_load_active_theme_and_icon_theme` method, this
drastically improves the speed at which this happens (tested this method
primarily with debug builds on my MacBook Pro, but the `Before`
measurement was also confirmed against a `release-fast` build):
- Before: ~260ms on average (in one run, it even took 600ms)
- After: ~20ms on average
Which reduces the time this method takes to load these by around ~92%.
Given that we block on this during the initial app startup, this should
drastically improve Zeds initial startup loading time. Yet, it also
improves responsiveness when installing theme extensions and trying
these.
I also replaced all other `serde_json::from_reader` implementations with
`serde_json::from_slice` and added the former to `disallowed_methods`,
given
https://github.com/serde-rs/json/issues/160#issuecomment-253446892.
Release Notes:
- Improved Zed startup speed when using themes provided by extensions
We have unnecessary clones for the fields here as most of the snapshots
contain the others hierarchically.
Release Notes:
- N/A *or* Added/Fixed/Improved ...
Closes https://github.com/zed-industries/zed/issues/38690Closes#37353
### Background
On Windows, paths are normally separated by `\`, unlike mac and linux
where they are separated by `/`. When editing code in a project that
uses a different path style than your local system (e.g. remoting from
Windows to Linux, using WSL, and collaboration between windows and unix
users), the correct separator for a path may differ from the "native"
separator.
Previously, to work around this, Zed converted paths' separators in
numerous places. This was applied to both absolute and relative paths,
leading to incorrect conversions in some cases.
### Solution
Many code paths in Zed use paths that are *relative* to either a
worktree root or a git repository. This PR introduces a dedicated type
for these paths called `RelPath`, which stores the path in the same way
regardless of host platform, and offers `Path`-like manipulation APIs.
RelPath supports *displaying* the path using either separator, so that
we can display paths in a style that is determined at runtime based on
the current project.
The representation of absolute paths is left untouched, for now.
Absolute paths are different from relative paths because (except in
contexts where we know that the path refers to the local filesystem)
they should generally be treated as opaque strings. Currently we use a
mix of types for these paths (std::path::Path, String, SanitizedPath).
Release Notes:
- N/A
---------
Co-authored-by: Cole Miller <cole@zed.dev>
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
Co-authored-by: Peter Tripp <petertripp@gmail.com>
Co-authored-by: Smit Barmase <heysmitbarmase@gmail.com>
Co-authored-by: Lukas Wirth <me@lukaswirth.dev>
These changes introduce a new command to the Diagnostics panel,
`diagnostics: deploy current file`, which allows the user to view the
diagnostics only for the currently opened file.
Here's a screen recording showing these changes in action 🔽
[diagnostics: deploy current
file](https://github.com/user-attachments/assets/b0e87eea-3b3a-4888-95f8-9e21aff8ea97)
Closes#4739
Release Notes:
- Added new `diagnostics: deploy current file` command to view
diagnostics for the currently open file
---------
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
Extracts and cleans up GPUI's scheduler code into a new `scheduler`
crate, making it pluggable by external runtimes. This will enable
deterministic integration testing with cloud components by providing a
unified test scheduler across Zed and backend code. In Zed, it will
replace the existing GPUI scheduler for consistent async task management
across platforms.
## Changes
- **Core Implementation**: `TestScheduler` with seed-based
randomization, session tracking (`SessionId`), and foreground/background
task separation for reproducible testing.
- **Executors**: `ForegroundExecutor` (!Send, thread-local) and
`BackgroundExecutor` (Send, with blocking/timeout support) as
GPUI-compatible wrappers.
- **Clock and Timer**: Controllable `TestClock` and future-based `Timer`
for time-sensitive tests.
- **Testing APIs**: `once()`, `with_seed()`, and `many()` methods for
configurable test runs.
- **Dependencies**: Added `async-task`, `chrono`, `futures`, etc., with
updates to `Cargo.toml` and lock file.
## Benefits
- **Integration Testing**: Facilitates reliable async tests involving
cloud sessions, reducing flakiness via deterministic execution.
- **Pluggability**: Trait-based design (`Scheduler`) allows easy
integration into non-GPUI runtimes while maintaining GPUI compatibility.
- **Cleanup**: Refactors GPUI scheduler logic for clarity, correctness
(no `unwrap()`, proper error handling), and extensibility.
Follows Rust guidelines; run `./script/clippy` for verification.
- [x] Define and test a core scheduler that we think can power our cloud
code and GPUI
- [ ] Replace GPUI's scheduler
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Removes `diagnostics.cargo.fetch_cargo_diagnostics` settings as those
are not needed for the flycheck diagnostics to run.
This setting disabled `checkOnSave` in rust-analyzer and allowed to
update diagnostics via flycheck in the project diagnostics editor with
the "refresh" button.
Instead, `"checkOnSave": false,` can be set manually as
https://zed.dev/docs/languages/rust#more-server-configuration example
shows and flycheck commands can be called manually from anywhere,
including the diagnostics panel, to refresh the diagnostics.
Release Notes:
- Removed redundant `diagnostics.cargo.fetch_cargo_diagnostics` settings
Flycheck commands are global and makes sense to fall back to looking up
project's rust-analyzer even if the commands are run on a non-rust
buffer. If multiple rust-analyzers are found in the project, avoid
ambiguous commands and bail (as before).
Closes #ISSUE
Release Notes:
- Made it possible to run rust-analyzer's flycheck actions from anywhere
in the project
Diagnostics updates were programmed in Zed based off the r-a LSP push
diagnostics, with all related updates happening per file.
https://github.com/zed-industries/zed/pull/19230 and especially
https://github.com/zed-industries/zed/pull/32269 brought in pull
diagnostics that could produce results for thousands files
simultaneously.
It was noted and addressed on the local side in
https://github.com/zed-industries/zed/pull/34022 but the remote side was
still not adjusted properly.
This PR
* removes redundant diagnostics pull updates on remote clients, as
buffer diagnostics are updated via buffer sync operations separately
* batches all diagnostics-related updates and proto messages, so
multiple diagnostic summaries (per file) could be sent at once,
specifically, 1 (potentially large) diagnostics summary update instead
of N*10^3 small ones.
Buffer updates are still sent per buffer and not updated, as happening
separately and not offending the collab traffic that much.
Release Notes:
- Improved diagnostics performance in the collaborative mode
Closes https://github.com/zed-industries/zed/issues/33980
Closes https://github.com/zed-industries/zed/discussions/33979
- Switches to the debounce task pattern for diagnostic summary
computations, which most importantly lets us do them only once when a
large number of DiagnosticUpdated events are received at once.
- Makes workspace diagnostic requests not time out if a partial result
is received.
- Makes diagnostics from workspace diagnostic partial results get
merged.
There might be some related areas where we're not fully complying with
the LSP spec but they may be outside the scope of what this PR should
include.
Release Notes:
- Added support for streaming LSP workspace diagnostics.
- Fixed editor freeze from large LSP workspace diagnostic responses.
This PR adds a `severity` argument so severity can be defined when
navigating through diagnostics. This allows keybinds like the following:
```json
{
"] e": ["editor::GoToDiagnostic", { "severity": "error" }],
"[ e": ["editor::GoToDiagnostic", { "severity": "error" }]
}
```
I've added test comments and a test. Let me know if there's anything
else you need!
Release Notes:
- Add `severity` argument to `editor::GoToDiagnostic`,
`editor::GoToPreviousDiagnostic`, `project_panel::SelectNextDiagnostic`
and `project_panel::SelectPrevDiagnostic` actions
This PR aims to improve the minimap performace. This is primarily
achieved by disabling/removing stuff that is not shown in the minimal as
well as by assuring the display map is not updated during minimap
prepaint.
This should already be much better in parts, as the block map as well as
the fold map will be less frequently updated due to the minimap
prepainting (optimally, they should never be, but I think we're not
quite there yet).
For this, I had to remove block rendering support for the minimap, which
is not as bad as it sounds: Practically, we were currently not rendering
most blocks anyway, there were issues due to this (e.g. scrolling any
visible block offscreen in the main editor causes scroll jumps
currently) and in the long run, the minimap will most likely need its
own block map or a different approach anyway. The existing
implementation caused resizes to occur very frequently for practically
no benefit. Can pull this out into a separate PR if requested, most
likely makes the other changes here easier to discuss.
This is WIP as we are still hitting some code path here we definitely
should not be hitting. E.g. there seems to be a rerender roughly every
second if the window is unfocused but visible which does not happen when
the minimap is disabled.
While this primarily focuses on the minimap, it also touches a few other
small parts not related to the minimap where I noticed we were doing too
much stuff during prepaint. Happy for any feedback there aswell.
Putting this up here already so we have a place to discuss the changes
early if needed.
Release Notes:
- Improved performance with the minimap enabled.
- Fixed an issue where interacting with blocks in the editor would
sometimes not properly work with the minimap enabled.
Closes #ISSUE
Adds a new `documentation` method to actions, that is extracted from doc
comments when using the `actions!` or derive macros.
Additionally, this PR adds doc comments to as many action definitions in
Zed as possible.
Release Notes:
- N/A *or* Added/Fixed/Improved ...
In #32656 I generalized the argument to change selections to allow
controling both the scroll and the nav history (and the completion
trigger).
To avoid conflicting with ongoing debugger cherry-picks I left the
argument as an `impl Into<>`, but I think it's clearer to make callers
specify what they want here.
I converted a lot of `None` arguments to `SelectionEffects::no_scroll()`
to be exactly compatible; but I think many people used none as an "i
don't care" value in which case Default::default() might be more
appropraite
Closes #ISSUE
Release Notes:
- N/A
In #32656 I generalized the argument to change selections to allow
controling both the scroll and the nav history (and the completion
trigger).
To avoid conflicting with ongoing debugger cherry-picks I left the
argument as an `impl Into<>`, but I think it's clearer to make callers
specify what they want here.
I converted a lot of `None` arguments to `SelectionEffects::no_scroll()`
to be exactly compatible; but I think many people used none as an "i
don't care" value in which case Default::default() might be more
appropraite
https://github.com/user-attachments/assets/ad0fa304-e4fb-4598-877d-c02141f35d6f
Closes https://github.com/zed-industries/zed/issues/4678
Also adds the code to support `textDocument/colorPresentation`
counterpart that serves as a resolve mechanism for the document colors.
The resolve itself is not run though, and the editor does not
accommodate color presentations in the editor yet — until a well
described use case is provided.
Use `lsp_document_colors` editor settings to alter the presentation and
turn the feature off.
Release Notes:
- Start showing inline previews for LSP document colors
Follow-up of https://github.com/zed-industries/zed/pull/19230
* starts to send `result_id` in pull requests to allow servers to reply
with non-full results
* fixes a bug where disk-based diagnostics were offset after pulling the
diagnostics
* fixes a bug due to which pull diagnostics could not be disabled
* uses better names and comments for the workspace pull diagnostics part
Release Notes:
- N/A
Closes [#13107](https://github.com/zed-industries/zed/issues/13107)
Enabled pull diagnostics by default, for the language servers that
declare support in the corresponding capabilities.
```
"diagnostics": {
"lsp_pull_diagnostics_debounce_ms": null
}
```
settings can be used to disable the pulling.
Release Notes:
- Added support for the LSP `textDocument/diagnostic` command.
# Brief
This is draft PR that implements the LSP `textDocument/diagnostic`
command. The goal is to receive your feedback and establish further
steps towards fully implementing this command. I tried to re-use
existing method and structures to ensure:
1. The existing functionality works as before
2. There is no interference between the diagnostics sent by a server and
the diagnostics requested by a client.
The current implementation is done via a new LSP command
`GetDocumentDiagnostics` that is sent when a buffer is saved and when a
buffer is edited. There is a new method called `pull_diagnostic` that is
called for such events. It has debounce to ensure we don't spam a server
with commands every time the buffer is edited. Probably, we don't need
the debounce when the buffer is saved.
All in all, the goal is basically to get your feedback and ensure I am
on the right track. Thanks!
## References
1.
https://microsoft.github.io/language-server-protocol/specifications/lsp/3.17/specification/#textDocument_pullDiagnostics
## In action
You can clone any Ruby repo since the `ruby-lsp` supports the pull
diagnostics only.
Steps to reproduce:
1. Clone this repo https://github.com/vitallium/stimulus-lsp-error-zed
2. Install Ruby (via `asdf` or `mise).
4. Install Ruby gems via `bundle install`
5. Install Ruby LSP with `gem install ruby-lsp`
6. Check out this PR and build Zed
7. Open any file and start editing to see diagnostics in realtime.
https://github.com/user-attachments/assets/0ef6ec41-e4fa-4539-8f2c-6be0d8be4129
---------
Co-authored-by: Kirill Bulatov <mail4score@gmail.com>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
* project search button in the status bar
```jsonc
"search": {
"button": false
},
```
* project diagnostics button in the status bar
```jsonc
"diagnostics": {
"button": false
}
```
* project name and host buttons in the title bar
```jsonc
"title_bar": {
"show_project_items": false
}
```
* git branch button in the title bar
```jsonc
"title_bar": {
"show_branch_name": false
}
```
Before:
<img width="1728" alt="before"
src="https://github.com/user-attachments/assets/4b13b431-3ac1-43b3-8ac7-469e5a9ccf7e"
/>
After:
<img width="1728" alt="after"
src="https://github.com/user-attachments/assets/baf2765a-e27b-47a3-8897-89152b7a7c95"
/>
Release Notes:
- Added more settings to hide buttons from Zed UI
* Adds a `diagnostics_max_severity: null` editor settings that has
previous hardcoded default, `warning`
* Make inline diagnostics to inherit this setting by default (can be
overridden with its own max_severity setting)
* Allows to toggle diagnostics in the editor menu and via new action,
`editor::ToggleDiagnostics`
Closes https://github.com/zed-industries/zed/issues/4686
Release Notes:
- N/A *or* Added/Fixed/Improved ...
## Overview
This PR adds the minimap feature to the Zed editor, closely following
the [design from Visual Studio
Code](https://code.visualstudio.com/docs/getstarted/userinterface#_minimap).
When configured, a second instance of the editor will appear to the left
of the scrollbar. This instance is not interactive and it has a slimmed
down set of annotations, but it is otherwise just a zoomed-out version
of the main editor instance. A thumb shows the line boundaries of the
main viewport, as well as the progress through the document. Clicking on
a section of code in the minimap will jump the editor to that code.
Dragging the thumb will act like the scrollbar, moving sequentially
through the document.

## New settings
This adds a `minimap` section to the editor settings with the following
keys:
### `show`
When to show the minimap in the editor.
This setting can take three values:
1. Show the minimap if the editor's scrollbar is visible: `"auto"`
2. Always show the minimap: `"always"`
3. Never show the minimap: `"never"` (default)
### `thumb`
When to show the minimap thumb.
This setting can take two values:
1. Show the minimap thumb if the mouse is over the minimap: `"hover"`
2. Always show the minimap thumb: `"always"` (default)
### `width`
The width of the minimap in pixels.
Default: `100`
### `font_size`
The font size of the minimap in pixels.
Default: `2`
## Providing feedback
In order to keep the PR focused on development updates, please use the
discussion thread for feature suggestions and usability feedback: #26894
## Features left to add
- [x] fix scrolling performance
- [x] user settings for enable/disable, width, text size, etc.
- [x] show overview of visible lines in minimap
- [x] clicking on minimap should navigate to the corresponding section
of code
- ~[ ] more prominent highlighting in the minimap editor~
- ~[ ] override scrollbar auto setting to always when minimap is set to
always show~
Release Notes:
- Added minimap for high-level overview and quick navigation of editor
contents.
---------
Co-authored-by: MrSubidubi <dev@bahn.sh>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Follow-up of https://github.com/zed-industries/zed/pull/29706
Instead of doing `cargo check` manually, use rust-analyzer's flycheck:
at the cost of more sophisticated check command configuration, we keep
much less code in Zed, and get a proper progress report.
User-facing UI does not change except `diagnostics_fetch_command` and
`env` settings removed from the diagnostics settings.
Release Notes:
- N/A
Adjusts the way `cargo` and `rust-analyzer` diagnostics are fetched into
Zed.
Nothing is changed for defaults: in this mode, Zed does nothing but
reports file updates, which trigger rust-analyzers'
mechanisms:
* generating internal diagnostics, which it is able to produce on the
fly, without blocking cargo lock.
Unfortunately, there are not that many diagnostics in r-a, and some of
them have false-positives compared to rustc ones
* running `cargo check --workspace --all-targets` on each file save,
taking the cargo lock
For large projects like Zed, this might take a while, reducing the
ability to choose how to work with the project: e.g. it's impossible to
save multiple times without long diagnostics refreshes (may happen
automatically on e.g. focus loss), save the project and run it instantly
without waiting for cargo check to finish, etc.
In addition, it's relatively tricky to reconfigure r-a to run a
different command, with different arguments and maybe different env
vars: that would require a language server restart (and a large project
reindex) and fiddling with multiple JSON fields.
The new mode aims to separate out cargo diagnostics into its own loop so
that all Zed diagnostics features are supported still.
For that, an extra mode was introduced:
```jsonc
"rust": {
// When enabled, Zed runs `cargo check --message-format=json`-based commands and
// collect cargo diagnostics instead of rust-analyzer.
"fetch_cargo_diagnostics": false,
// A command override for fetching the cargo diagnostics.
// First argument is the command, followed by the arguments.
"diagnostics_fetch_command": [
"cargo",
"check",
"--quiet",
"--workspace",
"--message-format=json",
"--all-targets",
"--keep-going"
],
// Extra environment variables to pass to the diagnostics fetch command.
"env": {}
}
```
which calls to cargo, parses its output and mixes in with the existing
diagnostics:
https://github.com/user-attachments/assets/e986f955-b452-4995-8aac-3049683dd22c
Release Notes:
- Added a way to get diagnostics from cargo and rust-analyzer without
mutually locking each other
- Added `ctrl-r` binding to refresh diagnostics in the project
diagnostics editor context