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