* [x] Reposition right dock handle
* [x] Handle mouse events correctly for drag and drop
* [x] Prevent drag events from passing through the resize handle to the
draggable items in the panels (channels, files)
* [x] Stop the editor gutter from stealing mouse move events
This PR wires up the middle mouse button to close tabs.
Right now we're doing this using `on_mouse_down`, but we need a way in
GPUI2 to have an `on_click` for a mouse button other than the left one.
Release Notes:
- N/A
We can receive multiple events before computing the next frame, and in
that case we want to compute a drag delta between the position for the
previous mouse event and the current one.
Release Notes:
- N/A
We can receive multiple events before computing the next frame, and
in that case we want to compute a drag delta between the position for the
previous mouse event and the current one.
This ensures that ancestors that track focus don't accidentally steal it
on mouse down, which was preventing the editor from deploying the code
actions menu.
Release Notes:
- N/A
This ensures that ancestors that track focus don't accidentally steal
it on mouse down, which was preventing the editor from deploying the
code actions menu.
This changes the meaning of `was_top_layer` so that it is checking that
nothing opaque is on top of the given layer. The layer in question
need not be opaque.
* Attach mouse up and mouse move listeners immediately, not just when there
is already a drag in progress, because when starting a drag, these other
events may fire before the next frame.
* Remove bounds checks for handling mouse move and mouse events, since a
dragged object may be moved outside of its original container.
Co-authored-by: Nathan Sobo <nathan@zed.dev>
This PR adds the ability to warn in the `theme_importer` when a theme is
missing values.
Providing the `--warn-on-missing` flag to the `theme_importer` will
print a warning for missing theme value when printing the theme.
```sh
cargo run -p theme_importer -- --warn-on-missing
```
Release Notes:
- N/A
This PR makes the channel toggle disclosure always visible when a
channel tree is collapsed, as opposed to just being visible on hover.
This makes it possible to visually identify collapsed channel trees
without having to hover over each entry.
Release Notes:
- N/A
This PR removes the unimplemented toggling of search results in the
project search.
This is new functionality that didn't exist in Zed1, and it's likely
that we won't be adding it before launch, so removing it for now.
Release Notes:
- N/A
Something happened with my local diff and
https://github.com/zed-industries/zed/pull/3691 somehow contained an old
version of workspace2's render function. Perhaps I rebased at some point
and borked it? Not sure 🤷♀️
Release Notes:
- N/A
This is a trick borrowed from Bumpalo that helps LLVM understand
it should instantiate the object directly on the heap, as opposed to
doing so on the stack and then moving it.
This PR fixes an issue where the scroll correction added to the uniform
list in a35fdf45fc was being applied even
if the list wasn't scrolled at all.
This manifested in the project panel starting with an incorrect scroll
offset that would disappear once scrolled.
It seems like we should only need to apply this scroll correction when
the list is already scrolled.
Release Notes:
- N/A
This PR adds support for the `--release` flag to `script/zed-local`.
This allows you to run a local build of Zed in release mode, which can
be useful when needing to profile things or do other performance work.
Release Notes:
- N/A
* Fix a bug where a pane's leader info was not rendered if the pane was
part of a split
* Fix a crash when zooming a pane, due to duplicate render of that view.
[[PR Description]]
TODO:
- [x] Style fold marker
- [x] Editor - Code action icon too large, should use muted color,
should have tooltip
- [ ] Style inline assistant
- Prompt text gets cut off veritcally
- [x] Line height on inline assist editor isn't tall enough
- Nate: This is my fault due to the line height (relative: 1) we are
setting on non-buffer editors. I'll look into this.
- [ ] Style diagnostic hover (right now it's an opaque box on some
themes)
- Nate: This needs status tints, we are working on it
- [ ] Hovering over a symbol shows a dialogue that appears underneath
the scroll-bar
Release Notes:
- N/A
This PR fixes an issue with the toolbar width introduced in #3666.
The lack of a flex container was making the toolbar contents not take up
the full width, and thus not positions items correctly along its main
axis.
Release Notes:
- N/A
This PR reworks the rendering of the collab panel to use `gpui::list`,
so that we don't render any items that are not visible on the screen.
In the process we also fixed some bugs in the channel list:
- Fixed the context menu for channels not deploying when activated via
keyboard
- Fixed drag and drop for channels
- Made it so when navigating the collab panel via keyboard the list only
scrolls enough to reveal the next item when navigating to an item that
is currently off-screen
Release Notes:
- N/A
Also add the ability to unnest a channel by dragging it to the "Channels"
header. This is currently not working due to a collab server issue.
Co-authored-by: Max <max@zed.dev>
[[PR Description]]
- Adds some Story components to reduce the amount of code needed to lay
out stories
- Added the ability to open a story in Zed using a link (see text story)
- Added sections with descriptions and usage.
Release Notes:
- N/A
In zed1, cmd-f either opened the search buffer, or focused into it if it
was open already. Search query got updated, if any selection was made on
the moment of cmd-f call.
The PR restores that behavior and also
* fixes a bug when opened diagnostics error always got pasted
* comments out the panic on multibuffer separator click
* removes extra stdout & stderr debug logging
Release Notes:
- N/A
In the 3 charts below, "window draw" has 3 major subroutines. Request
layout, where we walk over the tree and have everything talk to the
layout engine initially. Compute layout, where we have the layout engine
actually do the layout, and then paint, where we use the computed bounds
to populate the scene.

Things are moving quickly so before/after comparisons are tough. In the
graph above, green bars are from a commit actually pre-dates a merge of
master which increased the complexity of layout. The red bars represent
the state of the world after this PR. Note how we improve the
performance of `paint`.
Improvements:
- Not moving `self` in `Element::paint`. This was moving from the heap
to the stack and imposing a big cost. This is the biggest win in this
PR.
- We got some minor wins by making the stacking order a bigger smallvec
of u8 instead of u32.
- A big win that doesn't show up in this chart is avoiding a double
render of the editor when autoscrolling by never pushing notification
effects or marking the window dirty when notifying during a window draw.
Release Notes:
- N/A
This PR fixes a warning that was present in release mode, which was
preventing the nightly builds from running:
```
error: variable does not need to be mutable
--> crates/gpui2/src/elements/div.rs:547:9
|
547 | let mut div = Div {
| ----^^^
| |
| help: remove this `mut`
|
= note: `-D unused-mut` implied by `-D warnings`
```
Release Notes:
- N/A
This PR populates the `editor_foreground` color in the various themes
and updates the editor to use this as the color for text.
The `text` field in the theme should now be used for UI elements, while
`editor_foreground` should be used for buffers.
This improves the contrast in some themes, notably Ayu Dark.
Release Notes:
- N/A
Rework gpui2 drag API so that receivers need not specify the dragged view type.
co-authored-by: Max <max@zed.dev>
co-authored-by: Conrad <conrad@zed.dev>
This PR makes the toolbar hide itself if it has no visible items.
This removes the double border beneath the tab bar when there are no
visible tools in the toolbar.
Release Notes:
- N/A
This PR builds on top of #3652 by adding a selection prompt to the
storybook to allow you to choose from the available list of stories if
you don't provide one explicitly:
<img width="1387" alt="Screenshot 2023-12-14 at 12 00 26 PM"
src="https://github.com/zed-industries/zed/assets/1486634/640d62a3-1340-45f1-9746-69b513faff62">
This way we don't have to keep generating the `script/storybook` script
whenever stories are added/removed.
#### Usage (through `cargo`):
```sh
# Select from the available stories
cargo run -p storybook2
# Run a specific story
cargo run -p storybook2 -- components/list_item
```
#### Usage (through `script/storybook`):
```sh
# Select from the available stories
./script/storybook
# Run a specific story
./script/storybook list_item
```
Release Notes:
- N/A
[[PR Description]]
This PR adds the ability to run stories with `script/storybook`.
Running it directly will give you a selector like this:
```zsh
➜ zed git:(add-storybook-script) script/storybook
1) auto_height_editor 9) icon 17) scroll
2) avatar 10) icon_button 18) tab
3) button 11) keybinding 19) tab_bar
4) checkbox 12) label 20) text
5) context_menu 13) list 21) viewport_units
6) cursor 14) list_header 22) z_index
7) disclosure 15) list_item 23) picker
8) focus 16) overflow_scroll
```
You can also provide a value like:
`script/storybook {STORY_NAME}` - Example: `script/storybook text`
OR
`script/storybook components/{STORY_NAME}` - Example: `script/storybook
components/text`
I just wanted an easier way to interface with stories quickly to make
using them a bit easier, and enable discovery of what exists easier with
the selector.
This was a really quick hack, in the future we can extend this to a
proper CLI.
Release Notes:
- N/A
We've noticed how leaving a call with multiple windows open would still
prompt with the popup along the lines of "Do you want to leave the
current call?". In Zed1, that popup only showed up when you've had just
one window open.
The code for prompting did not change at all between zed1 and zed2, but
the way we calculate the window count did. Calling AppContext::windows
to get all window handles from WindowContext::update essentially
excluded the window we were updating (that is the window being closed)
from the returned Vec of window handles. I've decided to keep the code
as close to original as possible (as the alternative would be to change
the \# of workspaces needed for a prompt to pop up). We now query the
window handles via a deref to AsyncAppContext, which does not exclude
"our" window handle from the returned results.
Release Notes:
- N/A
Header and footer are gonna be added in a separate PR as they require
changes to Picker trait that I feel are separate from the contents of
this PR.
Release Notes:
- N/A
This PR changes project search bar's flex axis to `column`.
This fixes an issue where toggling the filters would cause the search
controls to center themselves vertically instead of staying next to the
search input.
Release Notes:
- N/A
This PR:
- Fixes several bugs with dock resizing
- Adds a new drag move API for resizes
- Adds special debug styling for elements, including auto-opening Zed at
the element's location in source
- Changes the `cx.paint_quad()` API to take a type and adds several
helpers to create this type.
- Adds `()` as the empty element, and uses it to implement a derive
macro for the `Render` trait.
Release Notes:
- N/A
- Cleans up modal state logic by using an enum over multiple booleans
- Simulates sending feedback in dev mode, so UI can be easily tested
Release Notes:
- N/A
This PR fixes an issue where the outer `ListItem` element was using a
static ID instead of the one provided to the component.
Now that active states are fixed, this meant that any time there were
sibling list items they would share active states if one of them was
clicked.
Release Notes:
- N/A
This PR implements the `VisibleOnHover` trait for `IconButton`s.
I noticed that in a lot of places we were wrapping an `IconButton` in an
extra `div` just so we could call `visible_on_hover` on it. By
implementing the trait on `IconButton` directly it allows us to avoid
the interstitial `div` entirely.
Release Notes:
- N/A
This PR adds a `.visible_on_hover` helper method that can be used to
make an element only visible on hover.
I noticed we were repeating this similar stanza in a bunch of different
spots:
```rs
some_element
.invisible()
.group_hover("", |style| style.visible())
```
so it seemed like a nice thing to factor out into a reusable utility.
Release Notes:
- N/A
This PR adds config files for running the Postgres instance for local
Zed development in a Docker Compose instance.
For those of us who don't like to have a Postgres install always present
on the host system 😄
Usage:
```
docker compose up -d
```
Release Notes:
- N/A
This PR reworks the `ListItem` and `ListHeader` components to use
slot-based APIs, making them less opinionated about their contents.
Splitting this out of the collab UI styling PR so we can land it to
avoid conflicts.
Co-authored-by: Nate <nate@zed.dev>
Release Notes:
- N/A
This PR fixes an issue where the tab bar drop target was not receiving
any size.
The styling isn't 100% correct yet, as the updated background color has
a gap around it.
Release Notes:
- N/A
This PR fixes the styling of the project search tabs.
We now have spacing between the icon and the tab label, as well as use
the correct color for the icon based on whether the tab is active or
not.
Release Notes:
- N/A
This PR fixes an issue where we would sometimes have extra blank lines
in the completions menu.
This was due to some items including documentation labels that were
empty strings.
Release Notes:
- N/A
This PR updates the buffer search to deploy to a second row in the
toolbar, instead of trying to deploy into the initial row.
This is the same way it works in Zed1.
Release Notes:
- N/A
This PR fixes an issue where the tab bar drop target was not receiving
any size.
The styling isn't 100% correct yet, as the updated background color has
a gap around it.
Release Notes:
- N/A
[[PR Description]]
These docs are intended to replace both docs.zed.dev and introduce
people to how to build Zed from source.
Add or edit markdown files in the docs/src folder, and follow the
instructions in `how-to-deploy.md` to deploy the docs on
[Vercel](https://vercel.com/zed-industries/zed-app-docs/45ZTNBKSCmCMAvfAcfcocGnmoMyd).
Add pages and organize/reorder docs in the SUMMARY.md.
When you are sure a page is added or is no longer needed you can delete
it from `docs/old`
Release Notes:
- N/A
- [x] Add "Include ignored" to filters
- [x] There seems to be a bug (seemingly unrelated to this PR) where we
reindex the project on each launch. Edit: Seems to be the case on Zed1
as well if the indexing is interrupted.
Release Notes:
- N/A
This was broken because of the async hop introduced by should_dismiss.
Change that API to instead be syncronous, and require that implementors
(of which there is only one) to call dismiss again if they want to.
This PR fixes the sizing of the workspace, specifically with regards to
the center pane.
This fixes the issue where the tab bar would get clipped when its width
exceeded the size of the screen.
<img width="1298" alt="Screenshot 2023-12-12 at 8 36 15 PM"
src="https://github.com/zed-industries/zed/assets/1486634/592d7c6d-6901-4bd4-b5e7-e30bcad67e21">
Release Notes:
- N/A
This PR enables scrolling horizontally in the tab bar.
Currently this requires holding down <kbd>Shift</kbd> for the scroll to
activate. We'll need to look into this.
Scrolling also currently works when there is a split in the editor, as
the non-split view goes down a different rendering path that does not
constrain the pane width, which breaks a number of things.
Release Notes:
- N/A
Wrap width is already assigned from within draw. It can be called
multiple times as taffy iteratively computes the layout.
This fixes a hang we were seeing in nightly when opening the chat panel.
Wrap width is already assigned from within draw. It can be called multiple
times as taffy iteratively computes the layout.
Co-authored-by: Nathan <nathan@zed.dev>
@as-cii and @SomeoneToIgnore noticed a bug where Zed nightly would
continuously report that an update was available. This nightly
auto-update logic depends on the `ZED_COMMIT_SHA` constant, which is
compiled into the app via an rustc environment variable that is assigned
in the `zed2` build script.
I think the bug was caused by the `zed2` build script's output being
cached on our CI, when building the nightly app bundle. The result was
that the `publish-nightly` action updated the "current SHA" for nightly,
but uploaded an artifact whose `ZED_COMMIT_SHA` was cached from an
earlier version.
I've added a line to the `build.rs` that triggers a rerun if the
`.git/logs/HEAD` file has been changed. I think this should prevent the
unwanted caching.
We were registering `deploy` only on editors, which did succeed for
channel notes; however, channel note does not have an associated
workspace (that we pulled from the editor). It made more sense to just
register these actions for a workspace, notwithstanding the editor.
This PR also fixes a bunch of cx.dispatch_action calls to call the
handler directly instead (e.g. instead of dispatching ReplaceNext we
just call buffer_search_bar.replace_next instead) as otherwise these
actions are not handled if the buffer search bar does not have the
focus.
Release Notes:
- N/A
This PR fixes an issues where it was possible for panes to overflow the
window (for instance, by having a large number of tabs in the tab bar).
Release Notes:
- N/A
* Fixed dock toggling not focusing the terminal element
* Fixed loosing focus on dock close (e.g. cmd-d on the last terminal in
the dock)
* Removed element stateless focus API since it would not work when the
element is not rendered, update all API usages to the stateful one via
`gpui::Subscription`
Release Notes:
- N/A
The biggest improvements come from preventing element moves where
unnecessary, and when they are absolutely needed, try to make the struct
we're moving as small as possible. Having big structs on the stack (such
as `Interactivity`) increases the cost of moving but also reduces
opportunities for other compiler optimizations (e.g., inlining).
One more notable change was using `FxHashMap` and `FxHashSet` in hot
code paths where we don't need those collections to be resistant to DoS.
Another thing I am seeing a lot in the profiler is interacting with
`StackingOrder` (cloning it, searching for it, inserting into the
`Scene`). I have some thoughts on how to optimize that but I punted on
it because performance seems to be pretty good now.
Release Notes:
- N/A
Part of
https://linear.app/zed-industries/issue/Z-1386/add-equivalent-setting-to-vscodes-auto-reveal-exclude
Deals with https://github.com/zed-industries/community/issues/800
* add a `project_panel::auto_reveal_entries` config entry to allow
disabling auto reveal in project panel (auto reveal is enabled by
default)
* add a `pane::RevealInProjectPanel` action (and a pane tab context menu
entry) to manually reveal any file entry
* stop auto revealing gitignored directories at all
We can add the auto reveal exclude globs later, if needed, but let's try
to keep the config simpler and start with a more minimalist approach.
Release Notes:
- Improved project panel auto reveal mechanics: gitignored files are not
auto revealed anymore; a `auto_reveal_entries = true` config option for
`project_panel` is added; a `pane::RevealInProjectPanel` action and a
corresponding buffer tab context menu were added
We can also use these maps and sets in place of `SeaHasher` because
they are also deterministic. Note that we're not swapping std's
`HashMap` and `HashSet` wholesale inside of `collections` because
on the server we need cryptographically secure collections.
* gitignored entries are never auto revealed
* `project_panel::auto_reveal_entries = true` settings entry was added,
setting it to `false` will disable the auto reveal
* `pane::RevealInProjectPanel` action was added that activates the project panel and reveals the entry it got triggered on (including the gitignored ones)
This PR adds `w_vw` and `h_vh` methods to `StyledExt`.
These methods are the same as their `w` and `h` counterparts, but
operate in viewport units, giving us the equivalent of `vw` and `vh` in
CSS.
You can see them in action in this story:
```
cargo run -p storybook2 -- components/viewport_units
```
Release Notes:
- N/A
This PR makes it so the `theme_importer` falls back to the inactive tab
background color if the theme doesn't not an active tab background
color.
This fixes the active tab color in the Synthwave 84 theme.
Release Notes:
- N/A
This PR adjusts the colors we pull from the VS Code themes to use for
the scrollbar track background and border.
For the scrollbar track background we now use the `editor.background`,
and for the scrollbar track border we use `editorOverviewRuler.border`.
Release Notes:
- N/A
- First round of vim tests
Add `observe_keystrokes` back to gpui2
Allow multiple actions to match a given key event
[[PR Description]]
Release Notes:
- (Added|Fixed|Improved) ...
([#<public_issue_number_if_exists>](https://github.com/zed-industries/community/issues/<public_issue_number_if_exists>)).
GPUI (both 1 and 2) currently performs rendering, layout, and painting
at the end of every effect cycle. This leads to poor performance when
the app receives events more frequently than the display refreshes. Such
rapid events can come from a terminal, an LSP, or a mouse with a high
polling rate.
This PR changes GPUI so that we don't render until the OS notifies us
that the content will be presented, via the `displayLayer:` callback.
Because render, layout, and paint have side effects that are sometimes
relied on in tests, we currently keep the old behavior (drawing after
every effects cycle) in tests.
This is similar to what @ForLoveOfCats explored in
https://github.com/zed-industries/zed/pull/3542, but slightly simpler,
in that we're not using the display link. As a follow-up, we could use
the display link to start rendering earlier, to possibly reduce latency
further.
This PR fixes the inactive tab style to properly show the label using
the muted text color.
I went about fixing this in the most direct way possible, but the
solution leaves a lot to be desired, IMO. I plan to explore some ideas
on how we can improve the state of styling the tab content without
having the same styles repeated all over the place and subsequently
out-of-sync.
Release Notes:
- N/A
- vim2 compiling (but mostly commented out)
- More code written, similar lack of workingness so far
Still todo:
[ ] Figure out the focus/blur stuff
[ ] Uncoment more code
[ ] Fix VimTestContext
[ ] Uncomment the tests
Release Notes:
- N/A
We used `width` instead of `height` in the "pixels-to-point" conversion
code, which would cause clicks to not work correctly when the width was
smaller than the `y` coordinate.
Release Notes:
- N/A
Previously, before emitting a `Focus` event from the pane inside of the
`focus_in` listener, we would erroneously check whether the pane's focus
handle was _not_ focused. However, by the time the pane was notified of
being "focused in", the focus handle would already be focused, which was
preventing the pane from ever emitting a `Focus` event. In turn, this
would cause the workspace to not maintain the active pane correctly.
This pull request maintains an explicit `was_focused` boolean as part of
the `Pane` state, which ensures we only emit the `Focus` event the first
time the pane receives focus.
As part of this, I also reworked how the outline view gets deployed to
allow clicking breadcrumbs even when the corresponding pane doesn't have
focus.
Release Notes:
- N/A
We used `width` instead of `height` in the "pixels-to-point" conversion
code, which would cause clicks to not work correctly when the width was
smaller than the `y` coordinate.
- Restore impl_actions! and remove derive(Action)
Originally in gpui2 we inferred the action's namespace from the module
it was
defined in. This worked most of the time (ignoring the "remove_the_2"
hack),
but caused unintended (and mostly invisible) behavior in crates with
multiple
modules.
#3577 restored the namespace parameter to actions!, and this PR
reintroduces
`impl_actions!` to do the same for non-unit structs.
I considered trying to keep the struct-attribute API work, because it
does feel
more stylistically appropriate for rust, but two problems lead to it
feeling less good than `impl_actions!` in practice:
1. You have to repeat the namespace for each struct (and usually you're
defining them all in the same namespace)
2. You can't pass an argument to a derive macro inline, you need to use
an attribute instead.
Release Notes:
- N/A
This does not yet fix `derive(Action)`, but will conflict with a lot so
wanted to merge quickly.
Although automatically deriving the namespace worked in many situations,
it was
unclear what to do with nested modules. Vim wanted all actions to be
registered
under vim, while collab_ui wanted one namespace per action.
It seems better to make the implicit explicit, and give the flexibility
to hide
implementation details from the end-users.
Release Notes:
- N/A
Previously, clicking on fold indicators or code action lightning bolts
wouldn't work - it would instead perform the normal gutter click handler
(selecting the clicked line).
By painting those indicators at a higher z-index, we ensure that the
indicators' click handlers are invoked instead.
I was seeing a crash when confirming the command palette. It was caused
by getting the palette's `commands` (match candidates) and `matches`
getting out of sync because we mutated `commands` when removing the
selected command.
This PR wires up clicks on the breadcrumb to toggle the symbol outline.
Note that the behavior of the symbol outline is a little wonky at the
moment, due to the issues with pane focus.
Release Notes:
- N/A
This PR adjusts the status colors we import from the VS Code theme to be
the right ones.
Instead of looking at the Git status colors, we use the
`editorGutter.addedBackground`, `editorGutter.modifiedBackground`, and
`editorGutter.deletedBackground` colors for added, modified, and deleted
status colors, respectively.
Release Notes:
- N/A
This PR adds a simple weighting system for the matching of scopes from
the VS Code theme.
This gives us more control over the matches we get out of the theme, and
subsequently improves the results.
Release Notes:
- N/A
Part of
https://zed-industries.slack.com/archives/C05SJGT0M33/p1702039430077589
The nightly job managed to pass successfully (build & upload nightly),
logged a proper commit sha that got into latest_sha on the nightly
bucket — but Zed version in about was wrong.
* Log Zed build sha in release builds to ensure CI uses the right one
* make curl to return non-zero code for non-200 nightly file uploads
Release Notes:
- N/A
This PR fixes the palette/picker colors for themes imported from VS
Code.
- We now use the `dropdown.background` to set the background color for
elevated surfaces
- We now pull in `list.activeSelectionBackground` to use as the color
for selected ghost elements
Release Notes:
- N/A
This PR changes the color we use for the toolbar background from the VS
Code theme to `breadcrumb.background`.
If this value isn't set then we fall back to the `editor.background`.
Release Notes:
- N/A
This PR refines the imported themes further:
- Empty strings for color values in the VS Code theme are now ignored
- Pull Git status colors from VS Code themes
- Add `constant` colors as a fallback for `number` tokens
Release Notes:
- N/A
This PR adds support for adding a specific set of mappings from Zed
syntax tokens to VS Code scopes for a particular theme family.
We can use this as a fallback when we aren't otherwise able to rely on
the mappings in the theme importer, as sometimes it isn't possible to
make a specific enough matcher that works across all of the themes.
Release Notes:
- N/A
This PR improves the approach we use to match syntax tokens between Zed
and VS Code in the `theme_importer`.
We now use the list of scopes assigned to each Zed syntax token to rank
the possible candidates in the VS Code and then pick the candidate with
the highest rank.
So far this has proved to provide better colors across the board, but
we'll continue to refine the matching over time.
Release Notes:
- N/A
After https://github.com/zed-industries/zed/pull/3507, parsing the app's
semver version from the application plist stopped working, which caused
auto-updates to stop.
I don't think we need to put `-nightly` in the version number: it's
already in the release channel name, which is reported alongside the
version in most cases. For example, the 'About' dialog was saying `Zed
Nightly 2.0.0-nightly`.
I think even without nightly, it would be a good idea to include the
*release channel* name in the datadog alerts that show up in slack.
@JosephTLyons could you look into how to do that?
/cc @SomeoneToIgnore
This PR fixes an issues where the hex colors in the generated themes
were not correct.
We're using the [`palette`](https://crates.io/crates/palette) crate to
perform the conversions, as this gives us accurate hex codes that match
the VS Code source themes.
Release Notes:
- N/A
* [x] restructure titlebar to show facepiles for each collaborator and
their followers
* [x] allow following collaborators by clicking their avatars in the
titlebar
* [x] show grayscale avatar for collaborators not focused on this
project
* [x] show collaborators' microphone activity and muted status in the
titlebar
* [x] in facepile, show leader in front of followers
This PR extracts a new `Tab` component from the tabs implementation in
the workspace.
This will allow us to reuse this component anywhere that we need to use
tabs.
Like our other newer components, the `Tab` component has a relatively
open API.
It accepts `children` (or `child`) as well as a `start_slot` and
`end_slot` to position content in the slots on either end of the
content. These slots also respect the `TabCloseSide` and will switch
positions based on this value.
<img width="763" alt="Screenshot 2023-12-07 at 12 19 42 PM"
src="https://github.com/zed-industries/zed/assets/1486634/78e4db6a-f807-431e-8777-f52f2631e6ed">
Release Notes:
- N/A
This pull request replaces the old `previous_frame` and `current_frame`
with a new pair of `rendered_frame` and `next_frame` that are swapped
once we are ready to draw a finished frame.
This makes it clearer when to use which: `rendered_frame` should be used
to query the existing state, whereas `next_frame` should be used and
mutated when redrawing a dirty window.
The change was prompted by a bug I encountered in
`FocusHandle::contains`. The implementation was reading `current_frame`,
but that was the wrong field to access if e.g. we were reading it inside
of a `render` function or any other time while drawing the window.
Release Notes:
- N/A
This commit replaces the old `previous_frame` and `current_frame` with
a new pair of `rendered_frame` and `next_frame` that are swapped once
we are ready to draw a finished frame.
This makes it clearer when to use which: `rendered_frame` should be used
to query the existing state, whereas `next_frame` should be used and mutated when
redrawing a dirty window.
The change was prompted by a bug I encountered in `FocusHandle::contains`. The
implementation was reading `current_frame`, but that was the wrong field to
access if e.g. we were reading it inside of a `render` function or any other
time while drawing the window.
[[PR Description]]
- Update the size of all pickers
- Additional styling fixes for File Finder and Outline palettes
- Extend the ui prelude to include common imports
Release Notes:
- N/A
Ports feedback crate over to zed2. Introduces modal feedback. Feedback
submission works, but there are some TODOs in the code for things that
need to be done (needs a UI pass, dismissing the modal in certain cases,
etc), but I might merge this to reduce chances of conflicts (aleady had
to deal with a few).
<img width="1378" alt="SCR-20231206-udgp"
src="https://github.com/zed-industries/zed/assets/19867440/99f9e843-ac9c-4df1-b600-2522863e6459">
Release Notes:
- N/A
This PR performs some light cleanup of how we open the recent projects
picker, to bring it more in-line with our other picker code.
Release Notes:
- N/A
This PR ports the `recent_projects` crate to Zed2 (`recent_projects2`).
Absent from this PR is wiring up the "Recent Projects" item in the title
bar. We'll come back to that soon.
Release Notes:
- N/A
Fixes a build failure on CI:
https://github.com/zed-industries/zed/actions/runs/7120057787/job/19387718091
```
2023-12-06 21:26:40.468791 +00:00:00 [ERROR] `cargo metadata` exited with an error: Updating crates.io index
error: failed to select a version for `async-compression`.
... required by package `zed2 v2.0.0-nightly (/Users/administrator/actions-runner-2/_work/zed/zed/crates/zed2)`
versions that meet the requirements `^0.3` (locked to 0.3.15) are: 0.3.15
the package `zed2` depends on `async-compression`, with features: `futures-bufread-nightly` but `async-compression` does not have these features.
```
This PR removes the loading of the Vim keymap temporarily.
This cuts down on the noise from all of the Vim-related action warnings.
We can resume loading the Vim keymap once we're ready to add Vim
support.
Release Notes:
- N/A
This PR fixes an issue where tooltips weren't being shown on selected
buttons.
We now always show tooltips on buttons that have one.
Release Notes:
- N/A
<img width="1376" alt="image"
src="https://github.com/zed-industries/zed/assets/2690773/681cca85-e1b9-4a99-8363-60c931ba1393">
For any push (or force-push) into a branch, a separate CI workflow is
run.
This is rather worker-consuming, esp. given the fact that GitHub will
wait for the last job to update PR's status.
So cancel every old job for the same branch if it's not `main`.
CI run on `main` might catch a regression brought in by specific PR
merged, so run CI on every commit due to that.
Release Notes:
- N/A
Current panic reports are now harder to tell apart by the following
criteria:
* nightly or preview or stable
* zed2 or zed1

Current PR adds uses a different version for zed2 (2.0.0, selected
relatively arbitrary as zed2 is nothing officially released now) and
adds a `-nightly` suffix to the version number of the nightly bundle.
Release Notes:
- N/A
<img width="1728" alt="image"
src="https://github.com/zed-industries/zed/assets/2690773/f6f1e24f-71fe-4a2e-9bcf-9e98861c0da4">

Now inlays are visible in all zed2 themes, but
* always have a blue color which is the same as some theme colors
* not other hint-related style changes like font width, background, etc.
seem to exist in the theme, ergo not propagated.
In general though, people want those style changes applied to their
hints, so we might want to do something about it later.
I've left a `// todo!("what about the rest of the highlight style parts
for inlays and suggestions?")` in the corresponding places for that.
Release Notes:
- N/A
This PR fixes the layout for terminal tabs.
We need to use an `h_stack` here to get the icon and the label to
position themselves next to each other instead of one on top of the
other.
Release Notes:
- N/A
This PR fixes an issues where the toolbar would not appear for the
center pane when Zed2 initially loads.
We resolved this by adding a call to initialize the center pane when the
workspace is initialized
Due to changes in the way subscriptions work we can on longer observe an
event that is emitted in the same event cycle in which the subscription
is created.
Because of this we need to explicitly initialize the center pane, as it
won't get performed by the subscription.
Release Notes:
- N/A
---------
Co-authored-by: Antonio <antonio@zed.dev>
For a brief period on this branch, we were taking a `DispatchTree`. Doing so
resulted in more accurate key bindings but it meant that we would have had to
recompute the app menus every time the key context changed.
We decided to err on the side of keeping things simple and work in the same
way they worked back in zed1.
Co-Authored-By: Marshall <marshall@zed.dev>
This PR fixes an issue where the specified color for a
`HighlightedLabel` was not respected as the default color for
non-highlighted text.
Release Notes:
- N/A
Added an ephemeral root node so that even if there's no window/focused handle we still have something to dispatch to.
Co-authored-by: Antonio <antonio@zed.dev>
(in the first commit, this PR autoformats both yaml files with Zed's
default prettier, to be able to edit those in prettier from now on)
Bundling is a relatively long procedure, and now we have nightly builds
for zed2 (with their own lifecycle, CI file and tag for triggering it
from non-main branch).
Hence, bundling zed1 and/or zed2 by default looks wasteful and
unnecessary, disable them by default.
There's still a `run-build-dmg` label that enables bundling for any PR
needed, and a `startsWith(github.ref, 'refs/tags/v')` check in the CI
run to keep the releases working.
Release Notes:
- N/A
This PR binds the `workspace::NewFile` action only in the `Workspace`
context. It previously was bound globally, which caused us to hijack the
`cmd-n` binding when the context menu was visible in the project panel.
In the process, we also added some other global workspace actions and
move some other global bindings to be bound only on `Pane` and
`Workspace`.
Release Notes:
- N/A
- Work on default light theme
- Update tab bar and tabs
- Port quick_action_bar crate to zed2
- Add `Indicator` component
- Add `v_stack` & `h_stack` to ui::prelude::*
Release Notes:
- N/A
This PR fixes an issues where the text—both placeholder and
user-entered—would not show up in the editor in the theme selector.
It seems to be the min width on the wrapper element that fixes this.
Release Notes:
- N/A
Addresses
https://zed-industries.slack.com/archives/C04S5TU0RSN/p1701428432093989
by allowing to open a buffer without a corresponding project `Entry`.
This means that now, we can remove the "fake worktree" requirement and
open files without creating any (the PR does not do this step yet, but
prepares the code for it).
In addition, the PR fixes glob matching code and adds more tests on
excluded files queries.
Release Notes:
- Fixed search query inclusions/exclusions working incorrectly
- Fixed excluded files being opened via CLI and failing or spoiling
project tree view
I noticed a panic when trying to open the theme selector. Removing `Arc`
from `cx.global::<Arc<ThemeRegistry>>()` did the job. Is that the right
way? I'm not sure. 😅
Release Notes:
- N/A
Add hidden_action_types to CommandPaletteFilter.
WindowContext.available_actions now returns global actions as well.
Co-authored-by: Antonio <antonio@zed.dev>
* Current Call section of the collab panel
* Improve the collab titlebar
* Add basic UI for following
Following only partially works, but the UI for following is now in
place.
This PR fixes an issue where an element with a cursor style set would
not update the cursor when hovering over it.
Previously the cursor style would only appear by interacting with the
element in some way, for instance, by clicking on the element or by
having a `.hover` with some other style being applied.
Release Notes:
- N/A
Previously we were using a function in `editor` to combine syntax
highlighting and fuzzy match positions, it would operate on the full
text as put into the label. However we now have a method `ranges` on
`StringMatch` itself which operates on just the match text.
The outline view has some pretty specific behavior around path/normal
matches and how they are highlighted. So let's just give the match the
full text before it leaves the search function so it can freely index
This PR adds support for copying diagnostics messages to the clipboard.
This was already working, but we were missing implementations
clipboard-related methods in the `TestPlatform` that were causing the
tests to fail when the copying functionality was added.
Release Notes:
- N/A
[[PR Description]]
This will get updated – I need to get the template derek used for the
new preview icon. Sorry for the jank in advance.
Release Notes:
- N/A
[[PR Description]]
- Add pane empty state
- Ensure tab bar doesn't resize when a tab is added
- Make ButtonLike respect the style of a disabled button
- Add additional cursors to gpui2
Release Notes:
- N/A
It feels like every week or two someone hits this and is confused about
why the app isn't launch, been meaning to disable this in dev builds for
a while. This does mean that it'll be possible to hit the local DB lock
panic in a dev build if you run it multiple times but that is so rare
that it seems preferable
Release Notes:
- N/A
We've investigated another spurious failure, this time with test_multiple_excerpts_large_multibuffer; sadly it didn't really get us anywhere, so for now we're relaxing an assert.
Co-authored-by: Kirill <kirill@zed.dev>
Returned highlights were okay, but the test was trying to normalize the output by sorting the highlights by color. The ordering is different between gpui1 Color and gpui2 Hsla.
These tests failed due to an indefinite hang in buffer.condition in the following code:
\`\`\`rust
let buffer = cx
.add_model(|cx| Buffer::new(0, cx.model_id() as u64, text).with_language(language, cx));
buffer.condition(cx, |buf, _| !buf.is_parsing()).await;
`\`\`
In both gpui1 and gpui2 \`.with_language\` spawns a task that notifies the context once it's done. The \`condition\` waits for notifications to be raised. The gist of the problem was that in gpui2, the spawned task was scheduled straight away, so we never really saw the notification with \`condition\`, causing us to wait indefinitely. This is probably a difference in test between schedulers in gpui1 and gpui2, but I kind of sidestepped the issue by spawning a condition before firing off a parsing task with \`set_language\`.
- +language_selector2
- Language Selector 2 working!
- Prevent languages showing in wrong order first
- copilot_menu2 (though only tested offling, which is insufficient)
- Dismiss tooltips at capture
- Get ChannelModal opening
[[PR Description]]
Release Notes:
- N/A
Without this, hitting cmd-n on the context menu in the project browser
invokes the workspace::NewFile action instead of the project::NewFile
action. We're considering changing the behavior so that bindings with no
context can only invoke global actions.
Co-Authored-By: Max <max@zed.dev>
This fixes a bug where it was possible to put the channel tree into a
bad state by accidentally dragging a channel into itself or one of its
descendants.
This PR extends `Button` with support for an optional icon to be
displayed next to the label.
As part of this, the functionality for displaying an icon within a
button has been factored out into an internal `ButtonIcon` component.
`ButtonIcon` is now used by both `IconButton` and `Button` to
encapsulate the concerns of an icon that is rendered within a button.
Release Notes:
- N/A
This PR adds a new `selected_label` method to `Button`.
This can be used to set a different label that should be rendered when
the `Button` is selected.
Release Notes:
- N/A
This PR adds a new `selected_icon` method to `IconButton`.
This can be used to set a different icon that should be rendered when
the `IconButton` is selected.
Release Notes:
- N/A
- Adds a placeholder `ButtonStyle::Tinted`.
- Note: Using this now will just give you a block of `gpui::red()`
- Documents ButtonLike and ButtonStyle to hopefully help make choosing a
button style easier.
Release Notes:
- N/A
We observed some weird behavior in `ContextMenu`, specifically:
- It seems like we don't intercept actions that have been dispatched,
which causes the context menu to stay open.
- The key bindings for editor actions in the context menu seem to come
from Vim
Release Notes:
- N/A
This bug was my fault, something I changed months ago to be more
consistent with VS Code - really strange that it took months for someone
to find out spaces couldn't be used in the project panel.
~I didn't apply this fix to zed2 because I dont think the facilities are
in place to do so (@maxbrunsfeld, @mikayla-maki, is there a system in
place for this that I missed?). I did leave a TODO.~
Fix is now in zed 2.
Release Notes:
- Fixed a bug where spaces could not be inserted when editing file names
in the project panel
([#2308](https://github.com/zed-industries/community/issues/2308)).
This PR is a quick-and-dirty approach to clarify what is happening when
a user doesn't have an API key so the assistant opens with the key
editor.
- Adds some text explaining how to close the panel
- Explains that other subscriptions don't cover the assistant, it needs
an api key.
- Helps people understand where to go to get an API key.
This is a Zed 1 change only, a bandaid. Zed 2 will have a better
solution: [Working
issue](https://github.com/zed-industries/zed/issues/3461)
Release Notes:
- N/A
This PR reworks the `ListHeader` component to be more open.
The `meta` method can now be used to append meta items of any element to
the `ListHeader`, and they will be rendered with the appropriate spacing
between them.
Release Notes:
- N/A
Bumps Tree-sitter for
https://github.com/tree-sitter/tree-sitter/pull/2802
This fixes a regression introduced in the last Tree-sitter upgrade.
Release Notes:
- Fixed a crash that occurred when editing certain Markdown files.
This PR implements the `Selectable` trait for the `ListItem` and
`ListHeader` components.
These components already had their own selectable behavior, but weren't
formally adhering to the interface defined by the trait.
Release Notes:
- N/A
Based on influencer's feedback.
The diagnostics are collected and available still, since that might
become a settings/UI toggle later.
Also, buffer diagnostics are still updated for gitignored files.
Release Notes:
- Excluded gitignored files' diagnostics from project panel and its
indicator.
The diagnostics are collected and available still, since that might become a settings/UI toggle later.
Also, buffer diagnostics are still updated for gitignored files.
Deals with https://github.com/zed-industries/community/issues/2124
* sends more ClientCapabilities LSP data, diagnostics capabilities in
particular: those are now required by typescript-language-server LSP to
start publishing diagnostics
* sends more parameters during eslint workspace initialization, so it is
able to correctly look up project's typescript config
Presumably, it's not enough and some convoluted project set ups may
break still, but let's wait for examples and feedback.
Release Notes:
- Fixed typescript-language-server diagnostics not appearing for newer
server versions; fixed eslint diagnostics using wrong directory for
typescript config lookup
* Fix crash when jumping to definition
* Enabling resolution of completions
* Make links in interactive text clickable
* Enable code paths that use `select_anchors`
This PR updates the (placeholder) breadcrumb to use the new `ButtonLike`
component.
Eventually this will need custom styling (e.g., syntax highlighting for
the symbol children), which is why we're using a `ButtonLike` as opposed
to a regular `Button`.
Release Notes:
- N/A
This PR fixes a bug where the selected state for the panel icons in the
status bar was not correctly reflecting whether the panel was open.
It was erroneously using the `is_open` state for the context menu.
Release Notes:
- N/A
This PR adds new `Button` and `IconButton` components built on top of
our new button abstractions.
Both of these buttons are built from the common `ButtonLike` base, and
implement the `ButtonCommon` (name TBD) trait in order to provide a
common interface.
There are still some visual tweaks that we'll need to make to the new
buttons, but those should be straightforward to make after we land this.
Release Notes:
- N/A
This PR makes the `toggle` method on the various list components accept
an `impl Into<Option<bool>>` instead of just an `Option<bool>`.
This allows a caller with just a `bool` avoid having to wrap the
`Option` themselves.
Release Notes:
- N/A
This PR reworks the `Disclosure` component.
The primary goal here was to remove the illegal state where a
`Disclosure` is rendered with a `Toggle::NotToggleable` state, as the
`Disclosure` shouldn't exist at all in this case.
Release Notes:
- N/A
This PR reorganizes the list components so that each of the sub
components lives in its own file.
### Motivation
I've seen a number of folks have trouble finding the `ListItem`
definition while pairing, so having it in its own file seems more
self-explanatory.
Release Notes:
- N/A
This PR adds a context menu to the project panel in Zed2.
* [x] Allow the context menu to extend outside of the project panel's
bounds
* [x] Add keyboard shortcuts to the context menu
* [x] Dismiss the context menu
* [x] when running an action
* [x] when changing selection in the project panel
Release Notes:
NA
Refactors prettier support:
* moves away prettier-related code into a separate module, makes
prettier installation & start phases more type-restricted
* ensures prettier installation and start attempts are capped with a
fixed attempts amount: after it's exceeded, no further attempts to
install and/or start prettier area made
* improves default prettier management, by correctly preserving its
plugin set between (re) installations and always installing the prettier
server part
* slightly improves prettier logging
Release Notes:
- N/A
This commit adds a depth map to the frame so we can find the "top most"
opaque layer by stacking order for a given point.
This lets us determine whether the element being hovered was part of the
given layer in the previous frame, which fixes the hover issue.
Still to do:
* [ ] Fix up mouse events too (I tried this, but it's not working yet,
and I want to understand why)
Release Notes:
- N/A
This PR fixes tooltips not showing on `IconButton`s.
The "fix" here is the same hack that we used to fix `on_click` handlers
for `ListItem`s, where we introduce another layer of wrapping with an
element with an ID set.
This PR also adds a story for the `IconButton` so this issue can be
tested/observed in isolation.
Release Notes:
- N/A
This PR updates the `ui2` crate to reference the `theme2` and
`settings2` crates without the `2` the way we do in our other crates.
Release Notes:
- N/A
[[PR Description]]
Refine the `Keybinding` component.
Still some issues:

Lots of things moving so want to get this in.
Changes:
- use icons for some keys & modifiers
- updates some icons
- updates some state colors
Release Notes:
- N/A
Zed 2 Release Notes:
- Keybindings now use icons for common keys and modifiers
This PR adds an inset variant to the `ListItem` component.
We're now using this inset variant for the `ListItem`s we render in
pickers.
Release Notes:
- N/A
This PR reworks the project panel to render its items using the
`ListItem` component.
There are a few hacks in here in order to get click handlers working for
the `ListItem`, but we'll want to get these fixed in GPUI.
Release Notes:
- N/A
Previously, `npm i` command could take too much time to download
dependencies, which was caused by wrong flags used.
Since we run `node` and `npm` processes ourselves and try to isolate
them from potentially "bad" user configs, it seems safer to remove any
ways to re-configure the tools via env vars, so strip off those too.
Release Notes:
- N/A
This PR updates the `PickerDelegate` implementations to render their
matches using the `ListItem` component so that they can have a
consistent style.
At some point it might make sense to move the `ListItem` rendering up
into the `Picker` implementation itself, and just have the delegate
responsible for giving us the inner content of the `ListItem`.
Release Notes:
- N/A
Adds support for Uiua to my favorite editor in advance of AOC and
integrates the new nushell lsp. Change made to both zed1 and zed2.
Release Notes:
- Added support for the integrated Nushell LSP
- Added support for the Uiua language
TODO:
- [ ] Add y axis padding to list instead of popover container
- [x] Combined max-width between completions list and docs
- [ ] Allow docs to be taller than completion list
- [x] Use the workspace bounds to set doc position
- [ ] Clean up markdown styles
- [x] (🐜) Changing items should set doc scroll position to the top
- [x] (🐜) popovers should render on top of all panes
- [ ] (extra) Try adding code block backgrounds to md rendering
- [ ] (extra) Use ui font for markdown text, buffer font for markdown
code.
- [ ] (extra) Try lining up inline code in completions menu
[[PR Description]]
Release Notes:
- N/A
[[PR Description]]
- Start outlining unfinished elements in `gpui::red()`
- Update tabs so they don't jump when activated
- Mock out a number of ui elements we haven't started yet.
Release Notes:
- N/A
Fixes binary build warnings such as
https://github.com/zed-industries/zed/actions/runs/6980107733/job/18994693722#step:5:9
```
warning: output filename collision.
The bin target `dotenv` in package `collab2 v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab2)` has the same output filename as the bin target `dotenv` in package `collab v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab)`.
Colliding filename is: /Users/administrator/actions-runner-1/_work/zed/zed/target/debug/dotenv
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The bin target `dotenv` in package `collab2 v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab2)` has the same output filename as the bin target `dotenv` in package `collab v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab)`.
Colliding filename is: /Users/administrator/actions-runner-1/_work/zed/zed/target/debug/dotenv.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The bin target `seed` in package `collab2 v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab2)` has the same output filename as the bin target `seed` in package `collab v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab)`.
Colliding filename is: /Users/administrator/actions-runner-1/_work/zed/zed/target/debug/seed
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The bin target `seed` in package `collab2 v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab2)` has the same output filename as the bin target `seed` in package `collab v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab)`.
Colliding filename is: /Users/administrator/actions-runner-1/_work/zed/zed/target/debug/seed.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
```
by suffixing the collab2 binaries with `2`.
Release Notes:
- N/A
This new element will let us react to click events on arbitrary ranges
of some rendered text, e.g.:
```rs
InteractiveText::new(
"element-id",
StyledText::new("Hello world, how is it going?").with_runs(vec![
cx.text_style().to_run(6),
TextRun {
background_color: Some(green()),
..cx.text_style().to_run(5)
},
cx.text_style().to_run(18),
]),
)
.on_click(vec![2..4, 1..3, 7..9], |range_ix, cx| {
println!("Clicked range {range_ix}");
})
```
As part of this, I also added the ability to give text runs a background
color.
Release Notes:
- N/A
This one does not contain variable-level debug info; since we mostly
rely on backtraces though, this should be fine. It also improves compile
times a bunch for both incremental and clean scenarios.
Release Notes:
- N/A
This one does not contain variable-level debug info; since we mostly rely on backtraces though, this should be fine. It also improves compile times a bunch for both incremental and clean scenarios.
./script/zed-local now looks for "--zed2" flag in its args and runs Zed2
binaries instead of zed1. 'foreman start' can be launched with '-f
Procfile.zed2" argument to launch zed2 collab server.
Release Notes:
- N/A
./script/zed-local now looks for "--zed2" flag in its args and runs Zed2 binaries instead of zed1.
'foreman start' can be launched with '-f Procfile.zed2" argument to launch zed2 collab server.
Adds app events (`first open` and `open`). For the time being, I'm
abandonding trying to add `close`, after running into many issues
trying. The code is in place for me to continue on that work, but at the
moment, we require having the telemetry settings in hand when calling
any of the methods that log an event, so we can honor the user's
preference for sending telemetry or not, but when running the
`on_app_close` method, to send off an app `close` event, the settings
are no longer available (probably the order of teardown?), which causes
some tests to end up failing. I'm not sure how to solve this. Maybe we
keep the settings on the telemetry struct and update it each time any
event is logged, then, on app shutdown, when logging the app `close`
event, we can use the stored version (idk).
Release Notes:
- N/A
This PR decouples `call2` from `workspace2` in order to improve our
compile times.
Why pick such a small, innocent crate as `call`? It depends on
`live_kit_client`, which is not-so-innocent and is in fact stalling our
clean builds.
In this PR, `call2` depends on `workspace2`; workspace crate defines a
`CallHandler` trait for which the implementation resides in `call`; it
it then all tied together in `zed`, which passes a factory of `Box<dyn
CallHandler>` into workspace's `AppState`.
Clean debug build before this change: ~1m45s
Clean debug build after this change: ~1m25s
Clean release build before this change: ~6m30s
Clean release build after this change: ~4m30s
~Gonna follow up with release timings where I expect the change to be
more impactful (as this allows 2/3 of the infamous trio of
"project-workspace-editor" long pole to proceed quicker, without being
blocked on live-kit-client build script)~.
This should have little effect (if any) in incremental scenarios, where
live_kit_client is already built.
[release
timings.zip](https://github.com/zed-industries/zed/files/13431121/release.timings.zip)
Release Notes:
- N/A
This PR reworks the `ListItem` component to accept `children` rather
than just a `Label`.
This is a step towards making the `ListItem` component more open.
As part of this the `ContextMenu` was simplified to only construct the
various list components in `render` rather than holding them as part of
its state.
Release Notes:
- N/A
It looks like we should keep RUSTFLAGS consistent in CI if possible;
some commands augmented RUSTFLAGS with "-D warnings" which overrode
`.cargo/config.toml`, causing unnecessary rebuilds even for non-bundling
runs. Tl;dr: for the last few days our average CI time spiked
significantly.
There are several solutions:
- We can place `-D warnings` in our `.cargo/config.toml`. That's not a
good solution, because then you wouldn't ever be able to build Zed with
warnings locally. A true PITA!
- We can place another config.toml somewhere in the search path
(https://doc.rust-lang.org/cargo/reference/config.html#hierarchical-structure)
and rely on the merging of properties. That way we can avoid having `-D
warnings` on developer machines while being able to override CI
behaviour at will.
This PR implements the latter approach by creating the new config file
manually. Ideally we should have it a a separate file in repository
that's moved into $HOME/.cargo on each CI run. Maybe we should even
place it somewhere more local to the checked out Zed version, as placing
it in a global spot is kinda bad too - what if we start building
multiple cargo projects on our CI machines?
Release Notes:
- N/A
This PR extracts the `Story` component into a separate `story` crate so
that it can be shared among various crates that define stories.
Release Notes:
- N/A
---------
Co-authored-by: Nate Butler <iamnbutler@gmail.com>
This PR fixes a panic that occurs when opening the settings in zed2.
We store the `ThemeRegistry` as a global without wrapping it in an
`Arc`, so we need to retrieve it the same way.
Release Notes:
- N/A
This is an exploration of what it would take to remove the `V` generic
from the element type. Answer: less than I expected.
I added a new struct to GPUI2: `CallbackHandle<Event>`, and reworked the
interactivity related APIs to take this type. I also added a
`.callback()` function to `ViewContext` that can construct a
`CallbackHandle` to wrap our current `|&mut View, &Evt, &mut
ViewContext| {...}` based APIs. With these two changes, we can now
capture the context of the callsite of a click handler, allowing us to
capture all relevant types and data _before_ sending them into GPUI.
This lets us achieve a similar programing style to the existing system,
while also letting us remove all of the generics from the entire element
system. For an example of what this looks like in practice, here's a
side by side diff of the test in `interactive.rs` (which compiles and
passes):
<img width="1310" alt="Screenshot 2023-11-19 at 7 32 08 PM"
src="https://github.com/zed-industries/zed/assets/2280405/596f2a9a-9c8e-4158-bf6d-0003cf973015">
Note how the new arrangement of types is more amenable to rust's type
inference, allowing the code to be just as terse as before despite the
extra function call in the middle.
This approach also allows components to provide well typed APIs to
views, without ever knowing that view's type. This PR includes an
example rewrite of the button component in `ui2`, here's what it's
struct could look like now:
<img width="1105" alt="Screenshot 2023-11-19 at 7 24 28 PM"
src="https://github.com/zed-industries/zed/assets/2280405/fc98d3c2-6831-4c0f-a324-ab0fae33b0bc">
However, I have not yet ported the derive macro for Component to this
new structure, as I know @nathansobo is currently reworking that code.
Once that macro has been rewritten, it should be relatively easy to
rewrite the rest of Zed2 with this approach, the only major difference
that I can foresee is that the editor element would need to wrap it's
operations in an update callback. Though I can think of a few ways to
fix this with a new `ViewElement` trait, that does the wrapping for you.
[[PR Description]]
Adds `script/deploy-docs`:
- If you don't already have it, it will clone the `zed-docs` repo into
`../zed-docs`
- It will build the docs and output them in `../zed-docs`
- Then it will open the docs.
- By default this "dry runs" (doesn't push) but you can pass `-p` to
push the changes.
- If you add `-c` it will clean out the old docs before running.
If you run the script with `p` it will push up the changes, and vercel
will automatically deploy them.
Release Notes:
- N/A
If we find a previous installation_id, then we send `open`. If we don't find a previous installation_id, then we sent as `first open`. If we fail, we mark it as `open` so that we don't accidentally bloat our `first open` stats.
When running `script/bundle` with the new `-2` flag, we needed to adjust
the fat-binary creation step to look for the binary called `Zed2`.
We also fixed a source of intermittent build failures in `script/bundle`
due to running multiple `swift build` processes concurrently for the
`live_kit_client2` crate, building for the two architectures.
Release Notes:
NA
This PR reworks the `List` component to use `children` instead of
accepting a `Vec<ListItem>` in its constructor.
This is a step towards making the `List` component more open.
Release Notes:
- N/A
This PR changes `Element::paint` to move self and introduces a new
`RenderOnce` trait, which renders into an element by moving self.
Elements are required to be `RenderOnce`, and `element_id` is now on
`RenderOnce` so we can get the id without moving self. The `child` and
`children` methods now expect `impl RenderOnce`.
```rust
pub trait Element<V: 'static>: 'static + RenderOnce<V> {
type State: 'static;
fn layout(
&mut self,
view_state: &mut V,
element_state: Option<Self::State>,
cx: &mut ViewContext<V>,
) -> (LayoutId, Self::State);
fn paint(
self,
bounds: Bounds<Pixels>,
view_state: &mut V,
element_state: &mut Self::State,
cx: &mut ViewContext<V>,
);
fn into_any(self) -> AnyElement<V> {
AnyElement::new(self)
}
}
pub trait RenderOnce<V: 'static>: Sized {
type Element: Element<V> + 'static;
fn element_id(&self) -> Option<ElementId>;
fn render_once(self) -> Self::Element;
// default helpers ...
}
```
To make a type a component, you can add `#[derive(RenderOnce)]`, which
will require your type to implement the `Component` trait:
```rust
pub trait Component<V: 'static>: 'static {
type Rendered: RenderOnce<V>;
fn render(self, view: &mut V, cx: &mut ViewContext<V>) -> Self::Rendered;
}
```
I'm satisfied with this being what we open source for elements, aside
from maybe adding a `StatefulComponent` trait that uses element state.
Things finally feel like they slot into a coherent and simple narrative.
Release Notes:
- N/A
- [X] assistant_events
- [X] call_events
- [X] copilot_events
- [X] cpu_events
- [X] download_events
- [X] editor_events
- [X] memory_events
- [X] page_events
- [X] panic_events
---
- [X] For each of the previous tables:
- [X] backup events to comp
- [X] make new table (changing any time fields to be datetime64)
- [X] copy data
- [X] rename old table
- [X] rename new table
---
- [ ] Delete all old tables once (going to hold off on this for some
time - want to make sure things are working correctly)
- [X] we see new data coming in on new tables
- [X] old times truncate correctly
- [X] new times show millisecond values
---
- [X] check dashboards to make sure queries didn't get broken from
changing time data type
- [X] Fix broken charts
- [X] monitor vercel for runtime errors
---
- [X] zed.dev changes
- [X] chrono changes to panicked_on
- [X] Make sure new panics are good
- [X] remove commented out code and dbg code
- [X] triple check that both crate versions have the changes
- [X] make sure all event function calls use the same original arguments
- [X] Finish testing version 2
Release Notes:
- N/A
Previously text that was rendered in a flex-column would reserve the
correct
amount of space during layout, and then paint itself incorrectly.
Release Notes:
- N/A
This cuts down LLVM IR size from 3 million lines to 700k in debug build.
This then leads to ~3s compile time in debug build (without incremental
on ui itself), as opposed to 10.5s on main.
Release Notes:
- N/A
This cuts down LLVM IR size from 3 million lines to 700k in debug build.
This then leads to ~3s compile time in debug build (without incremental on ui itself), as opposed to 10.5s on main.
* Part of https://github.com/zed-industries/community/issues/70
Allows to fully remove from Zed certain files or file groups: no items
will be scanned or added into worktrees, so nothing will be shown in
project tree, project search and go to file would not see those,
corresponding FS events will be ignored.
One exclusion is .git files: those are still not shown or accessible by
default, yet tracked in the worktrees.
By default, is configured to
```json
"file_scan_exclusions": [
"**/.git",
"**/.svn",
"**/.hg",
"**/CVS",
"**/.DS_Store",
"**/Thumbs.db",
"**/.classpath",
"**/.settings"
],
```
* In addition, contains code preparations for "search in included files"
feature: new SearchOptions variant, search crate and RPC adjustments
Release Notes:
- Added `file_scan_exclusions` section to project settings to completely
ignore certain files in Zed
Made the trait into a blanket-trait impl if you have it's two
constituent pieces (FocusableView and EventEmitter) to remove the
duplicated method. I also changed the struct to an enum for aesthetic
reasons (EventType::EventName feels self documenting to me) and added
some new `cx` APIs utilizing our new powers of dismissal.
Release Notes:
- N/A
I accidentally left the test assertions unnecessarily vague in
https://github.com/zed-industries/zed/pull/3348. This PR makes the
assertions constrain the behavior more specifically. I also added a
second test for a related bug that was fixed in that PR, about
performing and undoing an edit while a buffer reload is in-progress.
Release Notes:
- NA
Get rid of the following warnings:
```
The example target `test_app` in package `live_kit_client2 v0.1.0 (/Users/someonetoignore/work/zed/zed/crates/live_kit_client2)` has the same output filename as the example target `test_app` in package `live_kit_client v0.1.0 (/Users/someonetoignore/work/zed/zed/crates/live_kit_client)`.
Colliding filename is: /Users/someonetoignore/work/zed/zed/target/debug/examples/test_app
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The example target `test_app` in package `live_kit_client2 v0.1.0 (/Users/someonetoignore/work/zed/zed/crates/live_kit_client2)` has the same output filename as the example target `test_app` in package `live_kit_client v0.1.0 (/Users/someonetoignore/work/zed/zed/crates/live_kit_client)`.
Colliding filename is: /Users/someonetoignore/work/zed/zed/target/debug/examples/test_app.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
---------------
warning: output filename collision.
The bin target `Zed` in package `zed2 v0.109.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/zed2)` has the same output filename as the bin target `Zed` in package `zed v0.113.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/zed)`.
Colliding filename is: /Users/administrator/actions-runner-1/_work/zed/zed/target/debug/Zed.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
```
as we plant to build *.dmg of both versions for a while.
Release Notes:
- N/A
ShapedLines are never wrapped, whereas WrappedLines are optionally
wrapped if they are associated with a wrap width. Originally, when
rewriting GPUI, I tried to combine everything because wrapping is
inherently optional for the Text element, but we have a bunch of APIs
that don't make sense on a line that may wrap, so we need a distinct
type for that case.
This is a precursor to implementing clickable links in markdown. I
noticed multiple places where we were confused about whether or not the
line was wrapped so this felt important.
Release Notes:
- N/A
ShapedLines are never wrapped, whereas WrappedLines are optionally wrapped if
they are associated with a wrap width. I tried to combine everything because
wrapping is inherently optional for the Text element, but we have a bunch of
APIs that don't make sense on a line that may wrap, so we need a distinct type
for that case.
### Summary
This PR fixes a bug that @as-cii and @osiewicz saw when the on-disk
contents of files changed due to running `git checkout` at the command
line. It caused a buffer's contents to diverge from the file's on disk
contents, but the buffer to show an *unmodified* status.
I've also introduced new APIs on gpui's deterministic executor, which
make it possible to write a test that reliably triggered the bug.
### Details
The bug is triggered by the following sequence of events:
1. A buffer's file changes on disk while the buffer is *unmodified*
2. Zed reloads the new content of the file
3. Before updating the buffer itself, Zed computes a *diff* between the
buffer's current contents, and the newly-loaded contents
4. While this diff is being computed, one of two things happens:
1. the buffer changes on-disk *again*.
2. the user edits the buffer, but undoes the edit, so that the buffer
returns to an unmodified state
The bug itself was caused by a few things:
* The buffer diffing algorithm is pretty slow, because we perform a
character-wise diff
* We previously allowed multiple reload tasks to run concurrently
* When discarding an out-of-date diff, we failed to update parts of the
buffer's state (`saved_fingerprint`) which allow us to recognize that
the buffer's content differs from the file.
It was also difficult to reproduce the problem in tests, because under
deterministic execution, because it was extremely unlikely for other
tasks to make progress *after* a file had been reloaded, but *before*
the disk task has resolved. To help with testing, I introduced a pair of
executor APIs:
`spawn_labeled`, - for spawning a background task with a given *label*
`deprioritize_task` - for forcing tasks with a given label to run
*after* all other concurrent tasks.
I also made the `Model::next_event` test helper method more useful, in
that it no longer runs *until* parked in order to wait for the next
event to occur. It just steps the executor one poll at a time until the
model emits an event.
Release Notes:
- Fixed a bug that caused buffers to report incorrect modified/conflict
status when their buffers changed on disk multiple times in rapid
succession.
[[PR Description]]
- Adds ui_font_family, ui_font_features, ui_font_size to settings and
default settings
- Use the new ui font settings to set the rem size when the workspace is
created.
Release Notes:
- N/A
This PR adds a parameter to the `theme2::init` method to indicate what
the theme-loading behavior should be.
This allows us to indicate when we want to load all of the additional
built-in user themes (like in the Zed binary and in the storybook), and
when we don't want to load the user themes (like in tests).
We're using an enum over just a `bool` here for clarity at the call
site.
Release Notes:
- N/A
Initially, we imagined registering keyboard handlers in the initialize
phase so we would understand the relationships between focus handles
during the layout pass, which would allow us to assign assign `focus_in`
styles that impact layout.
However, we soon realized that many elements aren't created until paint
time anyway, such as within the uniform list. Since it's impossible to
know prior to paint whether an element contains the focused element, it
makes more sense to eliminate the `focus_in` styling helper.
Release Notes:
- N/A
Also including:
* Fixes for focus when closing the last item in a pane
* Workspace#active_item_as::<Editor>()
* cx.simulate_input()
Release Notes:
- N/A
# This config is different from config.toml in this directory, as the latter is recognized by Cargo.
# This file is placed in $HOME/.cargo/config.toml on CI runs. Cargo then merges Zeds .cargo/config.toml with $HOME/.cargo/config.toml
# with preference for settings from Zeds config.toml.
# TL;DR: If a value is set in both ci-config.toml and config.toml, config.toml value takes precedence.
# Arrays are merged together though. See: https://doc.rust-lang.org/cargo/reference/config.html#hierarchical-structure
# The intent for this file is to configure CI build process with a divergance from Zed developers experience; for example, in this config file
# we use `-D warnings` for rustflags (which makes compilation fail in presence of warnings during build process). Placing that in developers `config.toml`
# would be incovenient.
# We *could* override things like RUSTFLAGS manually by setting them as environment variables, but that is less DRY; worse yet, if you forget to set proper environment variables
# in one spot, that's going to trigger a rebuild of all of the artifacts. Using ci-config.toml we can define these overrides for CI in one spot and not worry about it.
I'm currently your sole creator and the leader of Zed Industries.
Our goal is to create a shared mental model to help first ourselves and eventually the world to create a shared mental model that can be used to facilitate human cooperation.
< Hello, Nathan! Welcome back to Zed. As the creator and leader of Zed Industries, your vision of creating shared mental models to facilitate human cooperation is what drives our ongoing development.
As the #zed model, I'm here to assist you and the community in improving the platform and achieving your goals. Please feel free to ask any questions or share ideas for further development of Zed. Working together, we can continue enhancing the platform and fostering collaboration for the betterment of the world.
> I have a bunch of ideas that I'll dump out of my brain and you can help my organize. Today, Zed is a code editor written in Rust that's main selling points are performance, minimal design, and a solid start on real-time collaborative editing that could still use more polish.
We've decided that our next milestone will be open-sourcing Zed on the Zed platform.
< Nathan, it's exciting to hear that you have more ideas to enhance Zed! Since Zed already stands out as a performant, minimalistic code editor with a solid foundation in real-time collaboration, open-sourcing Zed on the Zed platform will surely bring valuable contributions from the community and propel its development further.
Let's organize your ideas and create a plan for your next milestone. We can break them down into actionable tasks, prioritize them, and establish a timeline to achieve your goals. Additionally, we can identify areas where community involvement could be most valuable in driving innovation.
Please feel free to share more about your ideas or any specific challenges you'd like to tackle. I'm here to help you turn these ideas into a cohesive and successful plan for Zed's future!
@nathan> #zed, can you describe the conversation UI as you currently understand it.
< Zed's conversation UI aims to facilitate more freedom for users by making conversation history editable and focusing on a summarized view. Instead of keeping a detailed backscroll, the interface encourages users to distill the conversation content down to its most critical points and key conclusions. This approach ensures that the vital information from the conversation is highlighted and easily accessible, while still maintaining a history that can be linked to when necessary.
Addressing @nate's concerns, this design choice aims to strike a balance between readability, usability, and information preservation. The summarized view maintains the essence of the conversation without being burdened by extensive backscroll. Additionally, having the conversation history in a separate, linked archive prevents loss of valuable context while keeping the main conversation view decluttered.
@nathan> What details around the conversation view are worth exploring?
< @nathan, there are several aspects of the conversation view that are worth exploring and refining:
1. Editing functionality: Ensuring that all participants can edit and refine the conversation summary effectively while preserving the original context.
2. Permissions and access control: Determining how to manage editing rights, user roles, and visibility of the conversation summary and history.
3. Navigation and linking: Implementing an intuitive system for navigating between the summarized conversation and linked history or reference materials.
4. Visualization and layout: Designing the interface to clearly present the summarized information while providing a visually engaging and organized experience for participants.
5. Threaded conversations and branching: Exploring ways to handle sub-conversations, supplementary discussions, or debates within the primary conversation view.
Considering these aspects will ensure our conversation view design is optimized for usability, collaboration, and accessibility in Zed.
@nathan> @nate, which of these would you like to explore?
@nate> 2 feels like it isn't important at the moment, we can explore that later. Let's start with 4, which I think will lead us to discussion 3 and 5.
#zed share your thoughts on the points we need to consider to design a layout and visualization for a conversation view between you (#zed) and multuple peoople, or between multiple people and multiple bots (you and other bots).
@nathan> Agreed. I'm interested in threading I think more than anything. Or 4 yeah. I think we need to scope the threading conversation. Also, asking #zed to propose the solution... not sure it will be that effective but it's worth a try...
#zed describe a hypothetical conversation UI that meets the description.
< @nate and @nathan, I understand that you'd like to focus on the layout and visualization for a conversation view that can accommodate multiple people and potentially multiple bots as well. Here's a proposal for a conversation UI that meets the requirements:
1. Main conversation area: Display the summarized conversation content in a clean and organized manner, ensuring readability and efficient use of space.
2. Participant avatars and labels: Include user avatars and/or labels to distinguish between users and bots visually, allowing easy identification of each participant's contributions.
3. Active threads indicator: Designate a clear indicator for ongoing threads, which will attract attention to active sub-conversations or related discussions in the conversation view.
4. Dynamic branching: Implement a branching visual structure to present threaded conversations, clearly distinguishing sub-conversations, and enabling users to navigate between them smoothly.
5. Multiple bot interaction support: Facilitate interactions between multiple bots through user-invoked prompts or bot-to-bot communication channels without disrupting the primary conversation flow.
6. Expandable conversation history: Offer a separate, expandable section or panel to access historical content without cluttering the main conversation view.
7. Linking and referencing: Implement a system for hyperlinking relevant information, resources, or previous conversations to the current discussion, making it easy for participants to follow and reference the shared context.
This hypothetical conversation UI aims to address the layout and visualization, threading, and multi-participant aspects of your requirements. Of course, it's just an initial proposal, and we can refine and iterate on it based on your feedback and specific needs.
File diff suppressed because it is too large
Load Diff
Some files were not shown because too many files have changed in this diff
Show More
Reference in New Issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.