Commit Graph

17040 Commits

Author SHA1 Message Date
Mikayla
edb204511c
Fix selection bug in editor causing selections to be un-ended 2024-01-17 16:30:01 -08:00
Mikayla
078fd35f4f
WIP 2024-01-17 15:52:54 -08:00
Max Brunsfeld
647b08b101
Update local development workflow to not involve zed.dev (#4103)
When testing Zed locally, it's rarely necessary to log in the real with,
via Zed.dev and GitHub. We usually use `zed-local`. Since zed.dev is not
going to be open source (at least right away), this PR removes it from
our local development workflow.

* Remove zed.dev from the Procfile
* Change the `seed` script to not create an admin user for your
signed-in github user
* Instead have both `zed-local` and the `seed` script read from an
`.admins.json` file, which the user can create in order to customize who
they sign in as when running `zed-local`.
* Update all of the docs for building and developing zed.
2024-01-17 15:07:20 -08:00
Mikayla Maki
75f8748509
Document party 2 (#4106)
@mikayla-maki and @nathansobo's contributions

Release Notes:

- N/A
2024-01-17 14:33:52 -08:00
Mikayla Maki
6f40da77b6
Fix scrolling in collab panel (#4105)
When the `List` element's state is `ListState::reset()`, it eagerly
trashes it's cached element heights in anticipation of a prompt render.
But, due to the recent `display_layer` changes, that re-render is not
always forthcoming. This is a problem for `ListState::scroll()`, which
depends on these cached elements to correctly calculate the new logical
scroll offset.

Solutions we attempted:

- Cache the element heights and continue the scroll calculation 
- This was conceptually incorrect, reset should only be called when the
underlying data has been changed, making any calculation with the old
results meaningless.
- Lazily re-compute the element heights in scroll 
- Beyond being a non-trivial refactor, this would probably also cause us
to double-render the list in a single frame, which is bad.
- Cache the scroll offset and only calculate it in paint 
- This solution felt awkward to implement and meant we can't supply
synchronous list scroll events.
- Delay resetting until paint 
- This means that all of the other APIs that `ListState` supplies would
give temporarily incorrect results, worsening the problem

Given these issues, we settled on the solution with the least
compromises: drop scroll events if the state has been `reset()` between
`paint()` and `scroll()`. This shifts the responsibility for the problem
out of the List element and into consumers of `List`, if you want
perfectly smooth scrolling then you need to use `reset()` judiciously
and prefer `splice()`.

That said, I tested this by aggressively scrolling the Collab panel, and
it seems to work as well as it did before.

This PR also includes some initial testing infrastructure for working
with input from the platform and rendered elements.

Release Notes:

- N/A
2024-01-17 14:11:34 -08:00
Mikayla Maki
9a22327b2a
Add migration information to release docs and fix scripts (#4026)
Release Notes:

- N/A
2024-01-17 14:10:27 -08:00
Mikayla
9eecda2dae
Update method name and partially document platform crate
co-authored-by: Nathan <nathan@zed.dev>
2024-01-17 14:07:57 -08:00
Mikayla
7a299e966a
Document view crate
co-authored-by: Nathan <nathan@zed.dev>
2024-01-17 14:07:55 -08:00
Mikayla
d67e461325
document app module in gpui 🎉
co-authored-by: Nathan <nathan@zed.dev>
2024-01-17 14:07:41 -08:00
Marshall Bowers
8f3d79c3b8
Fix file paths in stories (#4104)
This PR fixes some file paths used in our stories that were still
referencing the `ui2` crate.

Release Notes:

- N/A
2024-01-17 16:59:57 -05:00
Mikayla
6db18e8972
Drop scroll events if there's been a reset
co-authored-by: Nathan <nathan@zed.dev>
co-authored-by: Conrad <conrad@zed.dev>
2024-01-17 13:57:16 -08:00
Max Brunsfeld
ad2b4f288e Update procfile and local development docs, zed.dev is no longer needed 2024-01-17 13:28:58 -08:00
Max Brunsfeld
9367f719f2 Rework db-seeding, so that it doesn't depend on a github auth token
Instead, admins are specified using a JSON file, 'admins.json'. This file is
gitignored. If it is not present, there is a default list of admins in
'admins.default.json'.
2024-01-17 13:28:58 -08:00
Marshall Bowers
b2afa73321
Decrease the size of timestamps in the assistant conversation editor (#4101)
This PR decreases the size of the timestamps in the assistant's
conversation editor.

Ideally we'd want to align the baseline of the timestamp text with the
text in the sender button. I spent a while trying to do this, but it
seems like it may be pretty tricky.

Release Notes:

- Decreased the size of timestamps in the assistant panel conversation
editor.
2024-01-17 15:45:17 -05:00
Kirill Bulatov
d2eab5c1e2
Properly register workspace handlers for search elements (#4100) 2024-01-17 22:42:09 +02:00
Kirill Bulatov
1e6757755e Ignore buffer search events if it's not for the current buffer 2024-01-17 22:18:54 +02:00
Kirill Bulatov
65be909378 Implement similar workspace registration flow for project search actions 2024-01-17 22:08:40 +02:00
Kirill Bulatov
0be2f7f328 Properly register buffer_search'es actions handlers
Now those handlers do not intercept events/actions when the buffer search bar is dismissed.

co-authored-by: Piotr <piotr@zed.dev>
2024-01-17 22:08:40 +02:00
Kirill Bulatov
306e4693fa Start adding project search listeners to workspace
co-authored-by: Piotr <piotr@zed.dev>

To be able to trigger them from search multibuffer excerpts.
2024-01-17 22:08:40 +02:00
Max Brunsfeld
c6c56c35df
Downgrade LiveKit client (#4096)
There's a deadlock that we're seeing when joining a room, which we think
is a bug in the LiveKit client.

Also, we're still getting crashes when leaving calls:
https://github.com/livekit/client-sdk-swift/issues/299.

At this point, we believe both problems are due to recent changes to the
LiveKit swift sdk.
2024-01-17 11:17:22 -08:00
Conrad Irwin
15a21f5517
Also update chat location when opening a new workspace (#4099)
This happens a lot in guest workflows where they open the call with a
link and are jumped straight to a shared workspace.

Release Notes:

- Fixed opening the chat automatically in new windows
2024-01-17 12:02:16 -07:00
Julia
e1194e0cac
Document LSP crate (#4098)
Release Notes:

- N/A
2024-01-17 14:01:41 -05:00
Conrad Irwin
552d2c26f5 Also update chat location when opening a new workspace
This happens a lot in guest workflows where they open the call with a
link and are jumped straight to a shared workspace.
2024-01-17 11:41:42 -07:00
Julia
d7503a7d47 Document LSP crate
Co-Authored-By: Thorsten Ball <thorsten@zed.dev>
2024-01-17 13:39:37 -05:00
Marshall Bowers
cf5dc099fb
Add more documentation to collab (#4095)
This PR adds more documentation to the `collab` crate.

Release Notes:

- N/A

---------

Co-authored-by: Conrad <conrad@zed.dev>
2024-01-17 13:38:12 -05:00
Max Brunsfeld
6734e528a8 Revert "Bump livekit client"
This reverts commit 5730d0ef21.
2024-01-17 10:33:32 -08:00
Marshall Bowers
4e4a1e0dd1
Document the public interface of the vim crate (#4093)
This PR documents the public interface of the `vim` crate.

Release Notes:

- N/A

---------

Co-authored-by: Conrad <conrad@zed.dev>
2024-01-17 13:32:38 -05:00
Nate Butler
ed67363ea3
Update README.md
FIx typos
2024-01-17 13:24:05 -05:00
Nate Butler
c4ba5ef03f
Update Readme & building Zed doc (#4094)
This PR cleans out the README.md, moves most relevant build details to
`docs/src/developing_zed__building_zed.md`.

It also restructures and cleans up the Building Zed doc.

There are a number of outstanding TODOs to have this doc be ready for
external folks to be able to build Zed.

Release Notes:

- N/A
2024-01-17 13:23:09 -05:00
Nate Butler
d0f22df1eb Reorganize building zed doc
Co-Authored-By: Joseph T. Lyons <19867440+JosephTLyons@users.noreply.github.com>
2024-01-17 13:20:27 -05:00
Nate Butler
29df128d31
Add CONTRIBUTING.md (#3656)
Written by @iamnbutler 

This PR adds a basic CONTRIBUTING.md. It has a few links that need to be
added, which we marked as coming soon.

Here are a number of follow up tasks we need to do:

- [ ] Add CLA link
- [ ] Add public roadmap link
- [ ] Add link to channels doc once it is up
- [ ] Add link explaining how to find a channel related to your
contribution or or to create one

Release Notes:

- N/A
2024-01-17 13:12:14 -05:00
Nate Butler
b64ae4df9c Update developing zed doc
Co-Authored-By: Joseph T. Lyons <19867440+JosephTLyons@users.noreply.github.com>
2024-01-17 13:09:13 -05:00
Nate Butler
9415f098d7 Clean out old readme contents
Co-Authored-By: Joseph T. Lyons <19867440+JosephTLyons@users.noreply.github.com>
2024-01-17 13:09:02 -05:00
Nate Butler
904695e482 Refine MVP CONTRIBUTING.md
Co-Authored-By: Joseph T. Lyons <19867440+JosephTLyons@users.noreply.github.com>
2024-01-17 12:32:08 -05:00
Marshall Bowers
df67917768
Make channel buttons square (#4092)
This PR makes the channel buttons square.

Release Notes:

- Adjusted the shape of the channel buttons.
2024-01-17 11:47:43 -05:00
Nate Butler
19c488b378
Add the color crate (#4063)
This PR adds the `color` crate, which will be the home of a number of
color-related utilities, and also acts as an interface between
[`palette`](https://crates.io/crates/palette) and the way `gpui` colors
work.

The goal of this crate is to centralize color utilities like mixing and
blending, building color ramps and sets of colors for state and more.

## Todo:

- [x] hex -> Color
- [x] Color mixing
- [x] Color blending using blend modes (overlay, multiply, etc)
- [ ] ~~Build color ramp from color~~
- [x] Build state set from color
- [ ] ~~Update Theme to use the color crate~~

Release Notes:

- None (Internal changes: Adds the `color` crate for working with
colors.)
2024-01-17 11:47:23 -05:00
Nate Butler
4cdcac1b16 Update docs 2024-01-17 11:39:09 -05:00
Marshall Bowers
9c557aae9e
Fix regression of welcome screen background color (#4091)
In #3910 we made the welcome screen use the same background color as the
editor.

However, this later regressed in
cdd5cb16ed.

This PR fixes that regression and restores the correct color for the
welcome page.

Release Notes:

- Fixed the background color of the welcome screen.
2024-01-17 11:00:59 -05:00
Conrad Irwin
e2788f1f0f
Limit number of collaborators in local Facepiles (#4083)
Release Notes:

- Improves the rendering of the facepile in the titlebar with many
people
2024-01-17 08:34:56 -07:00
Conrad Irwin
65664452f5
Allow leaving calls once project is unshared (#4081)
Release Notes:

- Fixes a bug where you could not use call controls after a project was
unshared
2024-01-17 08:34:45 -07:00
Julia
2fbf42d7df
Z index shenanigans (#4089)
Release Notes:

- Fixed a bug allowing certain UI elements to render incorrectly when
overlapping.
2024-01-17 09:48:08 -05:00
Kirill Bulatov
a601e96b6c Style collab notifications properly 2024-01-17 16:44:43 +02:00
Thorsten Ball
21ceb14f65
Remove memmove to improve terminal performance (#4088)
This removes the terminal performance slightly by removing memmoves that
aren't needed after inlining a call.

It also removes a possibly unnecessary `String` allocation.

Release Notes:

- Improved terminal rendering performance by reducing allocations and
memory operations.
2024-01-17 15:43:29 +01:00
Julia
977832a04e Refresh window, bypassing view cache, when opening hover or context menu 2024-01-17 09:40:16 -05:00
Thorsten Ball
51127460b2 Remove memmove to improve terminal performance
Co-authored-by: Antonio <antonio@zed.dev>
2024-01-17 15:02:06 +01:00
Antonio Scandurra
79679cb616
Submit bigger primitive batches when rendering (#4087)
Before this change we wouldn't submit all possible primitives of the
same kind that are less-than the max order.

Result was that we would submit, say, 10 paths each in a separate batch
instead of actually batching them.

This was overly strict because even if the order of two different
primitives was the same, we could have still batched the 1st primitive
kind, if its implicit ordering was less than 2nd kind.

Example: say we have the following primitives and these orders

  5x paths, order 3
  2x sprites, order 3

Previously, we would submit 1 path, 1 path, 1 path, 1 path, 1 path, then
the sprites.

With this changes, we batch the 5 paths into one batch.

Release Notes:

- Improved performance when rendering lots of selection.
2024-01-17 15:00:47 +01:00
Thorsten Ball
5b0b9ff582 Submit bigger primitive batches when rendering
Before this change we wouldn't submit all possible primitives of the
same kind that are less-than the max order.

Result was that we would submit, say, 10 paths each in a separate batch
instead of actually batching them.

This was overly strict because even if the order of two different
primitives was the same, we could have still batched the 1st primitive
kind, if its implicit ordering was less than 2nd kind.

Example: say we have the following primitives and these orders

  5x paths, order 3
  2x sprites, order 3

Previously, we would submit 1 path, 1 path, 1 path, 1 path, 1 path, then
the sprites.

With this changes, we batch the 5 paths into one batch.

Co-authored-by: Antonio <antonio@zed.dev>
2024-01-17 13:50:55 +01:00
Thorsten Ball
f6b7a06199
Fix missing Ctrl-[ bindings in Vim mode (#4086)
This "adds" the keybindings I was missing in Vim mode (e.g. `Ctrl-[` to
cancel a selection) by fixing the definitions in the keymap from
`Ctrl+[` to `Ctrl-[`.

Release Notes:

- Fixed missing `Ctrl-[` keybindings in Vim mode where `Ctrl-[` should
act like `Esc` but didn't.
2024-01-17 12:26:47 +01:00
Thorsten Ball
04922d649c Fix missing Ctrl-[ bindings in Vim mode
This "adds" the keybindings I was missing in Vim mode (e.g. `Ctrl-[` to
cancel a selection) by fixing the definitions in the keymap from
`Ctrl+[` to `Ctrl-[`.
2024-01-17 12:22:05 +01:00
Antonio Scandurra
0cfec6e713
Fix segfault when drawing paths (#4084)
Previously, we were using `size_of` but passing the wrong type in
(`MonochromeSprite` instead of `PathSprite`). This caused us to read
outside of the `sprites` smallvec and triggered the segfault. This
reverts #4078 because I don't think using a `SmallVec` was the issue (it
might have masked this problem though, because we would most of the time
copy from the stack and not from the heap).

With this pull request we are also fixing another potential source of
segfaults, due to checking if we exhausted the instance buffer too late
when drawing underlines.

Release Notes:

- Fixed a crash that could happen during rendering.
2024-01-17 10:18:04 +01:00