Closes#39614
The `ShellKind` struct is built on Windows' side, meaning that when
connecting to remotes, we fall back to PowerShell construction, even if
the shell program we are spawning is a unix program.
This broke tasks creation since we are using the shell kind to construct
args:
https://github.com/zed-industries/zed/blob/d04ac864b8cb78ee888ce03323e34c17a6dd16b9/crates/project/src/terminals.rs#L149
In normal terminals this only affected activation scripts (only place
where shell kind is used)
I don't have a Windows machine to test it, so I would appreciate any
help with testing!
Release Notes:
- Fixed an issue where tasks could not be executed in Windows WSL
---------
Signed-off-by: Marco Mihai Condrache <52580954+marcocondrache@users.noreply.github.com>
Should close#39428
The working directory of the `wsl.exe` program is set to a Linux path,
which is invalid on the Windows side, causing the terminal to crash. The
first spawn works because there is no active terminal view, allowing a
new shell (which checks for the remote) to be created. I cannot explain
why it works on SSH remote clients, but I may be missing something in
the remote connection implementation.
I don't have a Windows machine to test this, so I would appreciate
someone testing it. 🙏🏼
Release Notes:
- Fixed an issue where WSL terminals could not be splitted
---------
Signed-off-by: Marco Mihai Condrache <52580954+marcocondrache@users.noreply.github.com>
Add support for rendering Unicode combining characters (diacritics) in
the terminal's batched text runs.
- Add append_zero_width_chars() to handle combining marks
- Integrate zero-width chars into all batching code paths
- Update cell extras tracking logic
- Add test for combining character rendering
Fixes display of é, ñ, ô and other diacritics.
Closes#39525
Release Notes:
- Fixed: NFD/NFKD normalized text (e.g., é as e + ◌́) not rendering in
integrated terminal
Before:
<img width="874" height="688" alt="SCR-20251004-udnj"
src="https://github.com/user-attachments/assets/8d9f9c9f-dac4-4382-92c2-8b6c1d817abd"
/>
After:
<img width="873" height="686" alt="SCR-20251004-ulsw"
src="https://github.com/user-attachments/assets/fbd5cdc7-fdd6-44dc-8b05-cc425644f1a0"
/>
## Problem
When splitting a terminal pane, the new pane opens in the root directory
(`/`) instead of preserving the current working directory of the
original terminal.
For example, when working in `/Users/modestnerd/Developer/Projects/zed`
(my pc) and splitting the terminal pane, the new pane would open in `/`
instead of staying in the current directory.
## Solution
Restructured the fallback logic in
`new_pane_with_cloned_active_terminal` (terminal_panel.rs:452-456) to
ensure `default_working_directory(workspace, cx)` is called as a
fallback even when a terminal view exists but its `working_directory()`
returns `None`.
The fix changes the nested `and_then` to use `or_else` for the fallback,
ensuring the working directory is always properly resolved before
entering the async block.
Release Notes:
- Fixed terminal split pane opening in wrong directory instead of
preserving the current working directory
This only affects `codex-acp` for now.
Not using the PTY in display-only terminals means they don't display the
login prompt (or spurious `%`s) at the end of terminal output
renderings.
Release Notes:
- N/A
Closes#5355
Release Notes:
- Fixed rendering glitches with files with more than 16 million lines
(that occured due to floating number rounding errors).
---------
Co-authored-by: Smit Barmase <heysmitbarmase@gmail.com>
Closes https://github.com/zed-industries/zed/issues/38690Closes#37353
### Background
On Windows, paths are normally separated by `\`, unlike mac and linux
where they are separated by `/`. When editing code in a project that
uses a different path style than your local system (e.g. remoting from
Windows to Linux, using WSL, and collaboration between windows and unix
users), the correct separator for a path may differ from the "native"
separator.
Previously, to work around this, Zed converted paths' separators in
numerous places. This was applied to both absolute and relative paths,
leading to incorrect conversions in some cases.
### Solution
Many code paths in Zed use paths that are *relative* to either a
worktree root or a git repository. This PR introduces a dedicated type
for these paths called `RelPath`, which stores the path in the same way
regardless of host platform, and offers `Path`-like manipulation APIs.
RelPath supports *displaying* the path using either separator, so that
we can display paths in a style that is determined at runtime based on
the current project.
The representation of absolute paths is left untouched, for now.
Absolute paths are different from relative paths because (except in
contexts where we know that the path refers to the local filesystem)
they should generally be treated as opaque strings. Currently we use a
mix of types for these paths (std::path::Path, String, SanitizedPath).
Release Notes:
- N/A
---------
Co-authored-by: Cole Miller <cole@zed.dev>
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
Co-authored-by: Peter Tripp <petertripp@gmail.com>
Co-authored-by: Smit Barmase <heysmitbarmase@gmail.com>
Co-authored-by: Lukas Wirth <me@lukaswirth.dev>
Add tests on task commands, to ensure things like
https://github.com/zed-industries/zed/issues/38343 do not come so easily
unnoticed and to provide a base to create more tests in the future, if
needed.
Release Notes:
- N/A
---------
Co-authored-by: Lukas Wirth <lukas@zed.dev>
Co-Authored-By: Ben K <ben@zed.dev>
Co-Authored-By: Anthony <anthony@zed.dev>
Co-Authored-By: Mikayla <mikayla@zed.dev>
Release Notes:
- settings: Major internal changes to settings. The primary user-facing
effect is that some settings which did not make sense in project
settings files are no-longer read from there. (For example the inline
blame settings)
---------
Co-authored-by: Ben Kunkle <ben@zed.dev>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Co-authored-by: Anthony <anthony@zed.dev>
This partially reverts commit 4002602a89.
Specifically the parts that closes
https://github.com/zed-industries/zed/issues/38343
Release Notes:
- N/A *or* Added/Fixed/Improved ...
This PR lands some more improvements to the reworked scrollbars.
Namely, we will now explicitly paint a background in cases where a track
is requested for the specific scrollbar, which prevents a flicker, and
also reserve space only if space actually needs to be reserved. The
latter was a regression introduced by the recent changes.
Release Notes:
- N/A
Closes https://github.com/zed-industries/zed/issues/37621
Improves https://github.com/zed-industries/zed/issues/24623
Adding scrollbars withing Zed's UI currently is rather cumbersome, as it
requires the copying of a lot of code in order for these to work. Wiring
up settings for scrollbar visibilty always has to be done at the call
site and the state has to be saved and maintained by the caller as well.
Similarly, reserving space has to also be handled by the caller.
This PR changes the way scrollbars work in Zed fundamentally by making
use of the new `use_keyed_state` APIs: Instead of saving the state at
the call site, the window now keeps track of the state corresponding to
scrollbars. This enables us to add scrollbars with e.g. one simple call
on divs:
```rust
div()
.vertical_scrollbar(window, cx)
```
will add a scrollbar to the corresponding container. There are some more
improvements regarding tracking of scrollbar visibility settings (which
is now handled by a trait for each setting that supports this) as well
as reserving space.
Additionally, all needed stuff for layouting, catching events and
reserving space is also now managed by the scrollbar component instead.
This drastically reduces the amount of event listeners and makes
layouting of two scrollbars easier.
Furthermore, this paves the way for more improvements to scrollbars,
such as graceful auto-hide. Only downsight here is that we lose some
customizability in a few areas. However, once this lands, we gain the
ability to quickly follow these up without breaking stuff elsewhere.
This also already fixes a few bugs:
- Scrollbars no longer flicker on first render.
- Auto-hide now properly works for all scrollbars.
- If the content size changes, the scrollbar is updated on the same
frame. Both of these happened because we were computing the scrollbar
sizes too early, causing us to use the sizes from the previous frame or
unitialized sizes.
- The project panel no longer jumps if scrolled all the way to the
bottom and the scrollbar actually auto-hides.
Still TODO:
- [x] Fix scrolling in the debugger memory view
- [x] Clean up some more in the scrollbar component and reduce clones
there
- [x] Ensure we don't over-notify the entity the scrollbar is rendered
within
- [x] Make sure auto-hide properly works for all cases
- [x] Check whether we want to implement the scrollbar trait for
`UniformList`s as well
- ~~ [ ] Use for uniformlist where possible~~ Postponed
- [x] Improve layout for cases where we render both scrollbars.
Release Notes:
- N/A
Co-Authored-By: Brandan <b5@n0.computer>
Release Notes:
- Added a new action `terminal::Toggle` that is by default bound to
'ctrl-\`'. This copies the default behaviour from VSCode and Jetbrains
where the terminal opens and closes correctly. If you'd like the old
behaviour you can rebind 'ctrl-\`' to `terminal::ToggleFocus`
Co-authored-by: Brandan <b5@n0.computer>
This reverts commit 40199266b6.
The issue with the commit is: ContentMask<Pixels>::intersect is doing
intersection of corner radii which makes inner containers use the max
corner radius out of all the parents when it should be more complex to
correctly clip children (clip sorting..?)
Release Notes:
- N/A
With `reveal_stragegy=always` + `reveal_target=center`,
`TerminalPanel::spawn_task` activates & focuses the pane of the task.
This works fine in the terminal pane but doesn't for
`reveal_target=center`.
Please note: I'm not verified familiar with the architecture and
internal APIs of zed. If there's a better way or if this fix is a bad
idea, I'm fine with adapting this 😃Closes#35908
Release Notes:
- Fixed task focus when re-spawning a task with `reveal_target=center`
---------
Co-authored-by: Marshall Bowers <git@maxdeviant.com>
Closes#37211
Regressed in https://github.com/zed-industries/zed/pull/33305
Every time the terminal updates, we emit
`SearchEvent::MatchesInvalidated` to trigger a re-run of the buffer
search, which calls `clear_matches` to drop stale results.
https://github.com/zed-industries/zed/pull/33305 PR also cleared the
selection when clearing matches, which caused this issue. We could fix
it by only clearing matches and selection when they’re non-empty, but
it’s better to not clear the selection at all. This matches how the
editor behaves and keeps it consistent. This PR reverts that part of
code.
Release Notes:
- Fixed an issue where text selection was lost during continuous
terminal output.
Instead of manually constructing the venv we now ask the python
toolchain for the relevant information, unifying the approach of vent
inspection
Fixes https://github.com/zed-industries/zed/issues/27350
Release Notes:
- Improved the detection of python virtual environments for terminals
and tasks in remote projects.
This is a pure refactor that consolidates all SSH remoting logic such
that it should be straightforward to add another transport to the
remoting system.
Release Notes:
- N/A
---------
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Part of
- #28238
This PR refactors `Event::NewNavigationTarget` and `Event::Open`
handling of `PathLikeTarget` and associated code in `terminal_view.rs`
into its own file, `terminal_path_like_target.rs` for improved
testability, and adds tests which cover cases from:
- #28339
- #28407
- #33498
- #34027
- #34078
Release Notes:
- N/A
This removes around 900 unnecessary clones, ranging from cloning a few
ints all the way to large data structures and images.
A lot of these were fixed using `cargo clippy --fix --workspace
--all-targets`, however it often breaks other lints and needs to be run
again. This was then followed up with some manual fixing.
I understand this is a large diff, but all the changes are pretty
trivial. Rust is doing some heavy lifting here for us. Once I get it up
to speed with main, I'd appreciate this getting merged rather sooner
than later.
Release Notes:
- N/A
Currently, the terminal search function doesn't work well with ViMode.
It matches the search terms, scrolls the active match in the view, but
it doesn't move the cursor to the match, which makes it useless for
navigating the scrollback in vimode.
With this improvement, if a user activates ViMode before the search Zed
moves the cursor to the active search terms. So, when the search dialog
is dismissed the cursor is places on the latest active search term and
it's possible to navigate the scrollback via ViMode using this place as
the starting point.
https://github.com/user-attachments/assets/63325405-ed93-4bf8-a00f-28ded5511f31
Release Notes:
- Improved the search function in the terminal when ViMode is activated