The flag was being checked before feature flags were resolved.
Release Notes:
- N/A
Julia Ryan
created
ca34ead
onboarding: Add proper icon for action (#35241)
Click to expand commit body
This change updates one icon within the onboarding flow to the indended
icon for that entry.
Release Notes:
- N/A
Finn Evers
created
158f65f
gpui: Ensure tab index handles are properly reused across frames (#35235)
Click to expand commit body
This fixes an issue where focus handles with a tab index would get lost
between rendered frames because the focus handles were not reused for
the following paint cycle.
Release Notes:
- N/A
Finn Evers
created
fa6b1a0
keymap_ui: Fix bug introduced in #35208 (#35237)
Click to expand commit body
Closes #ISSUE
Fixes a bug that was cherry picked onto stable and preview branches
introduced in #35208 whereby modifier keys would show up and not be
removable when editing a keybind
Release Notes:
- (preview only) Keymap Editor: Fixed an issue introduced in v0.197.2
whereby modifier keys would show up and not be removable while recording
keystrokes in the keybind edit modal
Hopefully, this will make it a bit easier to parse as a whole.
Release Notes:
- Made the keymap editor denser, improving how easy you can parse it at
a glance.
Danilo Leal
created
7ccf8c2
onboarding: Continue work on new flow (#35233)
Click to expand commit body
This PR continues the work on the new and revamped onboarding flow.
Release Notes:
- N/A
Finn Evers
created
8207621
Improve JetBrains keymap for dock toggling (#35234)
Click to expand commit body
Follow-up to:
- https://github.com/zed-industries/zed/pull/34641
- https://github.com/zed-industries/zed/pull/35230
This improves Zed's behavior with the Jetbrains keymap for toggling
specific docks/sidebars with cmd-0 thru cmd-9 (macos) and alt-0 thru
alt-9 (linux). Added in
https://github.com/zed-industries/zed/pull/34641. Additionally, this
also maps `ctrl-b` / `ctrl-alt-`b to their JetBrains equivalents
(`editor::GoToDefinition` and `editor::GoToDefinitionSplit`) instead of
the default vscode-compatable behavior (toggle left / right dock). This
is because we those specific toggles and a default Hide keyboard
shortcut (`shift-escape`) added in
https://github.com/zed-industries/zed/pull/35230.
Thanks to @thomaseizinger for raising this in:
-
https://github.com/zed-industries/zed/discussions/34643#discussioncomment-13856746
Release Notes:
- Improve support keyboard-based dock show/hide in Jetbrains keymap.
This PR removes the `POST /billing/subscriptions/sync` endpoint, as it
has been moved to `cloud.zed.dev`.
Release Notes:
- N/A
Marshall Bowers
created
994d400
Map shift-escape in the Jetbrains keymaps (#35230)
Click to expand commit body
Release Notes:
- Added support for closing docks (sidebars) with `shift-escape` in the
Jetbrains keymaps.
Peter Tripp
created
cf13a76
editor: Prioritize fuzzy score over sort positions in code completion sort (#35229)
Click to expand commit body
We already prioritize matches that come after separators like `_`:
https://github.com/zed-industries/zed/blob/cef7d53607381975ea00d6302d8a9aab3c40eb1f/crates/fuzzy/src/matcher.rs#L274
and deprioritize non-consecutive matches using distance penalty:
https://github.com/zed-industries/zed/blob/cef7d53607381975ea00d6302d8a9aab3c40eb1f/crates/fuzzy/src/matcher.rs#L281
In completion sort, letting fuzzy score be the primary sort factor and
sort positions be secondary yields better results upon testing. We still
need sort positions because of this kind of test case:
https://github.com/zed-industries/zed/blob/cef7d53607381975ea00d6302d8a9aab3c40eb1f/crates/editor/src/code_completion_tests.rs#L195-L217
Before/After:
<img height="250" alt="image"
src="https://github.com/user-attachments/assets/38495576-add6-4435-93f0-891f48ec9263"
/>
<img height="250" alt="image"
src="https://github.com/user-attachments/assets/0c73b835-0e23-4e30-a3ff-28bb56294239"
/>
Release Notes:
- N/A
Smit Barmase
created
b64977f
Use zed settings to detect `.zed` folders (#35224)
Click to expand commit body
Behind-the-scenes enhancement of
https://github.com/zed-industries/zed/pull/35221
Release Notes:
- N/A
Richard Feldman
created
c3920b8
editor: Ensure code actions menu doesn't grow beyond its max size (#35211)
Click to expand commit body
This resolves the same issue as fixed by
https://github.com/zed-industries/zed/pull/34939/commits/d295409f0fc9c1ccd5e06e91c1c5365e96f16486
for the code actions menu.
No release notes since this only occurs on Nightly.
Release Notes:
- N/A
Finn Evers
created
055a9f2
Fix keybinds and 'No default binding' shown in docs (#35227)
Now the edit tool can access files outside the current project (just
like the terminal tool can), but it's behind a prompt (unlike other edit
tool actions).
Release Notes:
- The edit tool can now access files outside the current project, but
only if the user grants it permission to.
Richard Feldman
created
a57e4dc
Upload debug info to sentry.io in nightly builds (#35089)
Click to expand commit body
This is a preparatory change which will allow us to use sentry for crash
reporting once we start uploading minidumps.
Release Notes:
- N/A
Closes #ISSUE
Fixed various issues and improved UX around the keystroke input
primarily when used for keystroke search.
Release Notes:
- Keymap Editor: FIxed an issue where the modifiers used to activate
keystroke search would appear in the keystroke search
- Keymap Editor: Made it possible to search for repeat modifiers, such
as a binding with `cmd-shift cmd`
- Keymap Editor: Made keystroke search matches match based on ordered
(not necessarily contiguous) runs. For example, searching for `cmd
shift-j` will match `cmd-k cmd-shift-j alt-q` and `cmd-i g shift-j` but
not `alt-k shift-j` or `cmd-k alt-j`
- Keymap Editor: Fixed the clear keystrokes binding (`delete` by
default) not working in the keystroke input
Follow-up to #26114
- Ensure that the previous commit message is filled in when toggling on
amend mode from the context menu
- Fix keybinding flicker in context menu
Release Notes:
- N/A
Making icons consistent, adjusting spacing, and moving the "Leave Call"
button to be the very last, which makes more sense to me than the
"Share" button being the last. Sharing your project is still part of the
call, so in the left edge of the button strip is where, conceptually,
the option to end the call should be, I think!
Release Notes:
- N/A
Danilo Leal
created
3ad0546
Re-add `TestScreenCaptureStream` implementation for `mock_client` to fix FreeBSD and MinGW builds (#35191)
Click to expand commit body
The implementation was removed in #31506. re-added it to match the
current implementation from `gpui::test`
Closes #35189
Release Notes:
- N/A
Maksim Bondarenkov
created
e38f575
ci: Use cargo update --locked instead of --frozen (#35192)
Click to expand commit body
This fixes false positives when e.g. bumping git deps
Release Notes:
- N/A
Piotr Osiewicz
created
2566acc
go: Support benchmarks named "Benchmark" (#35167)
Click to expand commit body
The regular expression for benchmarks was enforcing using a suffix
(e.g., `BenchmarkFoo`), but `Benchmark` is a valid benchmark name, just
as `Test` is a valid test name, and `Fuzz` is a valid fuzz test name.
Release Notes:
- Add support for running Go benchmarks named "Benchmark"
Robert Fratto
created
45b3af7
doc: Add docs for Forcing X11 scale factor (#35181)
ee9b60e
gpui: Fix inset being used in SSD on Wayland (#35151)
Click to expand commit body
Closes #31330
Second parts of https://github.com/zed-industries/zed/pull/31335
While the initial fix set the inset during drawing, that was after the
window was resized, resulting in needing to manually resize the window
for the change to properly take effect.
I updated the code to not make the Wayland renderer rely on
`client_inset` being updated by the API user to match with the
decoration mode (given it is supposed to only be used when using CSD).
I might later try to generalize that, and eventually make the
client_inset only defined on window creation (instead of inside
`client_side_decorations`, that would need testing on X) (and maybe also
allow configuration for shadow, but it’s not something I need).
Release Notes:
- Fixed switching from client side decoration to server side decoration
on Wayland
marius851000
created
2a0aad0
Docs: Fix invalid JSON syntax in Visual Customizations - Editor Scrollbar and Minimap (#35159)
Click to expand commit body
I was on the [Visual Customiztions - Editor
Scrollbar](https://zed.dev/docs/visual-customization#editor-scrollbar)
section of the docs, and copy and pasted the code block into my personal
Zed settings and saw there was a syntax error.
This is a PR to add a missing comma and fix the syntax error in the
docs.
First time contributing, please let me know if I missed any
steps/important info.
Release Notes:
- N/A
lowlandghost
created
e7b5d93
docs: Add more improvements to the AI docs (#35160)
Click to expand commit body
Follow-up to https://github.com/zed-industries/zed/pull/35133 with some
more findings upon re-reviewing it again.
Release Notes:
- N/A
Danilo Leal
created
c995d45
agent_servers: Include result text in Claude error messages (#35156)
Click to expand commit body
This will better surfaces issues that are classified as "success" but
actually have a more meaningful error message attached.
Release Notes:
- N/A
Ben Brandt
created
a5b7cfd
agent_servers: Use built-in interrupt handling for Claude sessions (#35154)
Click to expand commit body
We no longer have to stop and restart the entire process.
I left in the Start/Resume mode handling since we will likely need to
handle restarting Claude in other situations.
Release Notes:
- N/A
This PR refactors the extension capability checks to be centralized in
the `CapabilityGranter`.
Release Notes:
- N/A
Marshall Bowers
created
290f84a
docs: Restructure and improve AI configuration docs (#35133)
Click to expand commit body
Adding a number of settings that weren't documented, restructuring
things a bit to separate what is model-related settings from agent panel
usage-related settings, adding the recently introduced `disable_ai` key,
and more.
Release Notes:
- Improved docs around configuring and using AI in Zed
Danilo Leal
created
08402e2
ui: Fix scrollbar mouse down handler (#35131)
Click to expand commit body
Follow-up to https://github.com/zed-industries/zed/pull/35121 - in the
process of adding the check for the left mouse button to the guard
(which was practically already there before, just not in the mouse-down
listener), I accidentally removed the negation for the bounds check.
This PR fixes this.
Release Notes:
- N/A
This PR does some minor cleanup to the scrollbar component. Namely, it
removes some clones, reduces the amount of unnecessary notifies and
ensures the scrollbar hover state is more accurately updated.
Release Notes:
- N/A
Finn Evers
created
4854f83
agent: Fix settings view switch field about permissions for running commands (#35120)
Click to expand commit body
Follow-up to https://github.com/zed-industries/zed/pull/34866, where I
mistakenly didn't update the copy and id for this item.
Closes https://github.com/zed-industries/zed/issues/34850 — that's
because the edit tool runs by default, but the terminal tool does not. I
updated the original copy to reflect this, which should be enough to
close the issue, given that in terms of behavior, it is working
correctly.
Release Notes:
- agent: Fixed duplicated settings item in the agent panel as well as
improve copy for the setting to allow running commands without
permission.
Follow-up to https://github.com/zed-industries/zed/pull/35104, with some
tiny design updates.
Release Notes:
- N/A
Danilo Leal
created
43d0aae
languages: Fix Bash indentation issues with multi-cursors, newlines, and keyword outdenting (#35116)
Click to expand commit body
Closes #34390
This PR fixes several Bash indentation issues:
- Adding indentation or comment using multi cursors no longer breaks
relative indentation
- Adding newline now places the cursor at the correct indent
- Typing a valid keyword triggers context-aware auto outdent
It also adds tests for all of them.
Release Notes:
- Fixed various issues with handling indentation in Bash.
Smit Barmase
created
07252c3
git: Enable git stash in git panel (#32821)
Click to expand commit body
Related discussion #31484
Release Notes:
- Added a menu entry on the git panel to git stash and git pop stash.
Preview:

---------
Co-authored-by: Cole Miller <cole@zed.dev>
Alvaro Parker
and
Cole Miller
created
4d00d07
Render paths to a single fixed-size MSAA texture (#34992)
Click to expand commit body
This is another attempt to solve the same problem as
https://github.com/zed-industries/zed/pull/29718, while avoiding the
regression on Intel GPUs.
### Background
Currently, on main, all paths are first rendered to an intermediate
"atlas" texture, similar to what we use for rendering glyphs, but with
multi-sample antialiasing enabled. They are then drawn into our actual
frame buffer in a separate pass, via the "path sprite" shaders.
Notably, the intermediate texture acts as an "atlas" - the paths are
laid out in a non-overlapping way, so that each path could be copied to
an arbitrary position in the final scene. This non-overlapping approach
makes a lot sense for Glyphs (which are frequently re-used in multiple
places within a frame, and even across frames), but paths do not have
these properties.
* we clear the atlas every frame
* we rasterize each path separately. there is no deduping.
The problem with our current approach is that the path atlas textures
can end up using lots of VRAM if the scene contains many paths. This is
more of a problem in other apps that use GPUI than it is in Zed, but I
do think it's an issue for Zed as well. On Windows, I have hit some
crashes related to GPU memory.
In https://github.com/zed-industries/zed/pull/29718, @sunli829
simplified path rendering to just draw directly to the frame buffer, and
enabled msaa for the whole frame buffer. But apparently this doesn't
work well on Intel GPUs because MSAA is slow on those GPUs. So we
reverted that PR.
### Solution
With this PR, we rasterize paths to an intermediate texture with MSAA.
But rather than treating this intermediate texture like an *atlas*
(growing it in order to allocate non-overlapping rectangles for every
path), we simply use a single fixed-size, color texture that is the same
size as thew viewport. In this texture, we rasterize the paths in their
final screen position, allowing them to overlap. Then we simply blit
them from the resolved texture to the frame buffer.
### To do
* [x] Implement for Metal
* [x] Implement for Blade
* [x] Fix content masking for paths
* [x] Fix rendering of partially transparent paths
* [x] Verify that this performs well on Intel GPUs (help @notpeter 🙏 )
* [ ] Profile and optimize
Release Notes:
- N/A
---------
Co-authored-by: Junkui Zhang <364772080@qq.com>
Max Brunsfeld
and
Junkui Zhang
created
bf8e427
Add a CI check that Cargo.lock is up to date (#35111)
Click to expand commit body
Should catch cases like #33667 where a dependency was bumped in
Cargo.toml without a corresponding lockfile update. (This can happen
when committing from outside of Zed or if rust-analyzer isn't running.)
Passing `--frozen --workspace` should ensure this doesn't fail just
because there's a newer patch version of some third-party dependency,
and prevent it from taking long.
We only need to run this on macOS because Cargo.lock is
platform-independent.
Release Notes:
- N/A
This PR updates the `Cargo.lock` file, as it seems like it wasn't fully
updated in https://github.com/zed-industries/zed/pull/35103.
Release Notes:
- N/A