when `terminal.detect_venv.activate_script` setting is default, pick the
appropriate activate script as per the `terminal.shell` settings
specified by the user. Previously when the activate_script setting is
default, zed always try to use the `activate` script, which only works
when the user shell is `bash or zsh`. But what if the user is using
`fish` shell in zed?
Release Notes:
- python: value of `activate_script` setting is now automatically
inferred based on the kind of shell the user is running with.
---------
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
This PR updates the [Intelephense section in the
docs](https://zed.dev/docs/languages/php#intelephense) to include an
alternative way to provide the premium license key.
Release Notes:
- N/A
A nicer way to visualize in which plan you're in and a bit of
personalization by adding the GitHub handle you're signed with in the
user menu, as a complement to the avatar photo itself. Taking advantage
of the newly added Chip component.
<img width="320" height="476" alt="CleanShot 2025-07-16 at 1 33 08@2x"
src="https://github.com/user-attachments/assets/36718a42-27d1-499e-ac81-1eef2cd00347"
/>
Release Notes:
- N/A
Also removing the `icon` field as the banner component always renders
with an icon anyway. Hopefully, this fixes any weird text wrapping that
was happening before.
Release Notes:
- N/A
Previously we would append `js-debug/src/dapDebugServer.js` to the value
of the `dap.JavaScript.binary` setting and `src/debugpy/adapter` to the
value of the `dap.Debugpy.binary` setting, which isn't particularly
intuitive. This PR fixes that.
Release Notes:
- debugger: Made the semantics of the `dap.$ADAPTER.binary` setting more
intuitive for the `JavaScript` and `Debugpy` adapters. In the new
semantics, this should be the path to `dapDebugServer.js` for
`JavaScript` and the path to the `src/debugpy/adapter` directory for
`Debugpy`.
---------
Co-authored-by: Remco Smits <djsmits12@gmail.com>
Right now it doesn't work at all (the PID doesn't get set in the
generated scenario), and it's sort of redundant with the picker
functionality.
Release Notes:
- N/A
This PR adds action `editor: toggle focus` which focuses to last active
editor pane item in workspace.
Release Notes:
- Added `editor: toggle focus` action, which focuses to last active
editor pane item.
---------
Co-authored-by: Danilo Leal <daniloleal09@gmail.com>
Closes#33945. Here's my attempt to describe what's going on in that
issue and what this fix is doing:
We always render the terminal inline assistant starting on the line
after the cursor, with a height of 4 lines. When deploying it, we scroll
the viewport to the bottom of the terminal so that the assistant will be
in view.
When scrolling while the assistant is deployed (including in that case),
we need to make an adjustment that "pushes up" the terminal content by
the height of the assistant, so that we can scroll to see all the normal
content plus the assistant itself. That quantity is `scroll_top`, which
represents _how much height in the current viewport is occupied by the
assistant that would otherwise be occupied by terminal content_. So when
you scroll up and a line of the assistant's height goes out of view,
`scroll_top` decreases by 1, etc.
When we scroll to the bottom after deploying the assistant, we set
`scroll_top` to the result of calling `max_scroll_top`, which computes
it this way:
```
block.height.saturating_sub(viewport_lines.saturating_sub(terminal_lines))
```
Which, being interpreted, is "the height of the assistant, minus any
viewport lines that are not occupied by terminal content", i.e. the
assistant is allowed to eat up vertical space below the last line of
terminal content without increasing `scroll_top`.
The problem comes when we clear the screen---this adds a full screen to
`terminal_lines`, but the cursor is positioned at the top of the
viewport with blank lines below, just like at the beginning of a session
when `terminal_lines == 1`. Those blank lines should be available to the
assistant, but the `scroll_top` calculation doesn't reflect that.
I've tried to fix this by basing the `max_scroll_top` calculation on the
position of the cursor instead of the raw `terminal_lines` value. There
was also a special case for `viewport_lines == terminal_lines` that I
think can now be removed.
Release Notes:
- Fixed the positioning of the terminal inline assistant when it's
deployed after clearing the terminal.
In #33275 I was very conservative about when to retry when there are
errors in language completions in the Agent panel.
Now we retry in more scenarios (e.g. HTTP 5xx and 4xx errors that aren't
in the specific list of ones that we handle differently, such as 429s),
and also we show a notification if the thread halts for any reason.
<img width="441" height="68" alt="Screenshot 2025-07-15 at 12 51 30 PM"
src="https://github.com/user-attachments/assets/433775d0-a8b2-403d-9427-1e296d164980"
/>
<img width="482" height="322" alt="Screenshot 2025-07-15 at 12 44 15 PM"
src="https://github.com/user-attachments/assets/5a508224-0fe0-4d34-9768-25d95873eab8"
/>
Release Notes:
- Automatic retry for more Agent errors
- Whenever the Agent stops, play a sound (if configured) and show a
notification (if configured) if the Zed window was in the background.
Adds keyboard navigation to the keybind edit modal. Using up/down arrows
to select the previous/next input editor, and `cmd-enter` to save +
`escape` to exit
Release Notes:
- N/A *or* Added/Fixed/Improved ...
Closes#34044
`EditorMode::SingleLine { auto_width: true }` was only used for the
title editor in the rules library, and following
https://github.com/zed-industries/zed/pull/31994 we can replace that
with a normal single-line editor without problems. The auto-width editor
was interacting badly with the recently-added newline visualization
code, causing a panic during layout---by switching it to
`Editor::single_line` the newline visualization works there too.
Release Notes:
- Fixed a panic that could occur when opening the rules library.
---------
Co-authored-by: Finn <finn@zed.dev>
When a key binding is deleted we keep the exact same scroll bar
position. When a keybinding is modified we select that keybinding in
it's new position and scroll to it.
I also changed save/modified keybinding to use fs.write istead of
fs.atomic_write. Atomic write was creating two FS events that some
scrollbar bugs when refreshing the keymap editor.
Co-authored-by: Ben \<ben@zed.dev\>
Release Notes:
- N/A
This PR adds a column to the keymap editor to highlight warnings as well
as add the possibility to click the edit icon there for editing the
corresponding entry in the list.
Release Notes:
- N/A
---------
Co-authored-by: Danilo Leal <67129314+danilo-leal@users.noreply.github.com>
Co-authored-by: Danilo Leal <daniloleal09@gmail.com>
Closes #ISSUE
Changes direction on the design of the keystroke input. Due to MacOS
limitations, it was decided that the complex repeat keystroke logic
could be avoided by limiting the number of keystrokes so that accidental
repeats were less damaging to ux. This PR follows up on the design pass
in #34437 that assumed these changes would be made, hooking up actions
and greatly improving the keyboard navigability of the keystroke input.
Release Notes:
- N/A *or* Added/Fixed/Improved ...
Closes https://github.com/zed-industries/zed/issues/33980
Closes https://github.com/zed-industries/zed/discussions/33979
- Switches to the debounce task pattern for diagnostic summary
computations, which most importantly lets us do them only once when a
large number of DiagnosticUpdated events are received at once.
- Makes workspace diagnostic requests not time out if a partial result
is received.
- Makes diagnostics from workspace diagnostic partial results get
merged.
There might be some related areas where we're not fully complying with
the LSP spec but they may be outside the scope of what this PR should
include.
Release Notes:
- Added support for streaming LSP workspace diagnostics.
- Fixed editor freeze from large LSP workspace diagnostic responses.
Follow up: #18634Closes#33328
Release Notes:
- Fixed language server shutdown process to prevent race conditions and
improper termination by waiting for shutdown confirmation before closing
connections.
Use `checked_sub` instead of checking for bounds manually. Also greatly
simplifies the logic for `next` and `previous`. Removing other manual
bounds checks as well
Release Notes:
- N/A
Removes a manual implementation of `std::io::copy`. The internal buffer
of `std::io::copy` is also 8 kB and behaves exactly the same. On Linux
`std::io::copy` also has access to some better performing file copying.
Release Notes:
- N/A
This PR adds a `severity` argument so severity can be defined when
navigating through diagnostics. This allows keybinds like the following:
```json
{
"] e": ["editor::GoToDiagnostic", { "severity": "error" }],
"[ e": ["editor::GoToDiagnostic", { "severity": "error" }]
}
```
I've added test comments and a test. Let me know if there's anything
else you need!
Release Notes:
- Add `severity` argument to `editor::GoToDiagnostic`,
`editor::GoToPreviousDiagnostic`, `project_panel::SelectNextDiagnostic`
and `project_panel::SelectPrevDiagnostic` actions
Closes#33972
As noted on
https://github.com/zed-industries/zed/pull/31390#discussion_r2147473526,
when splitting panes and having a border size set for the active pane,
or the minimap visibility configured to the active editor only, zed will
shortly show a flicker of the border or the minimap on the pane that's
being deactivated.
Release Notes:
- Fixed an issue where pane activations would sometimes have a brief
delay, causing a flicker in the process.
This PR aims to improve the minimap performace. This is primarily
achieved by disabling/removing stuff that is not shown in the minimal as
well as by assuring the display map is not updated during minimap
prepaint.
This should already be much better in parts, as the block map as well as
the fold map will be less frequently updated due to the minimap
prepainting (optimally, they should never be, but I think we're not
quite there yet).
For this, I had to remove block rendering support for the minimap, which
is not as bad as it sounds: Practically, we were currently not rendering
most blocks anyway, there were issues due to this (e.g. scrolling any
visible block offscreen in the main editor causes scroll jumps
currently) and in the long run, the minimap will most likely need its
own block map or a different approach anyway. The existing
implementation caused resizes to occur very frequently for practically
no benefit. Can pull this out into a separate PR if requested, most
likely makes the other changes here easier to discuss.
This is WIP as we are still hitting some code path here we definitely
should not be hitting. E.g. there seems to be a rerender roughly every
second if the window is unfocused but visible which does not happen when
the minimap is disabled.
While this primarily focuses on the minimap, it also touches a few other
small parts not related to the minimap where I noticed we were doing too
much stuff during prepaint. Happy for any feedback there aswell.
Putting this up here already so we have a place to discuss the changes
early if needed.
Release Notes:
- Improved performance with the minimap enabled.
- Fixed an issue where interacting with blocks in the editor would
sometimes not properly work with the minimap enabled.
It turns out Starship is using custom Powerline separators in the
Unicode private reserved character range. This addresses some issues
seen in the comments of #34234
Release Notes:
- Fix automatic contrast adjustment for Powerline separators