Danilo Leal eff592c447 agent_ui: Refine "reject"/"keep" behavior when regenerating previous prompts (#43347)
Closes https://github.com/zed-industries/zed/issues/42753

Consider the following flow: you submit prompt A. Prompt A generates
some edits. You don't click on either "reject" or "keep"; they stay in a
pending state. You then submit prompt B, but before the agent outputs
any response, you click to edit prompt B, thus submitting a
regeneration.

Before this PR, the above flow would make the edits originated from
prompt A to be auto-rejected. This feels very incorrect and can surprise
users when they see that the edits that were pending got rejected. It
feels more correct to only auto-reject changes if you're regenerating
the prompt that directly generated those edits in the first place. Then,
it also feels more correct to assume that if there was a follow-up
prompt after some edits were made, those edits were passively
"accepted".

So, this is what this PR is doing. Consider the following flow to get a
picture of the behavior change:
- You submit prompt A. 
- Prompt A generates some edits. 
- You don't click on either "reject" or "keep"; they're pending. 
- You then submit prompt B, but before the agents outputs anything, you
click to edit prompt B, submitting a regeneration.
- Now, edits from prompt A will be auto-kept.

Release Notes:

- agent: Improved the "reject"/"keep" behavior when regenerating older
prompts by auto-keeping pending edits that don't originate from the
prompt to-be-regenerated.
2025-11-24 11:13:38 -03:00
2025-10-21 09:58:26 +02:00
2025-10-17 18:49:11 +02:00
2025-09-23 16:49:45 +00:00
2025-05-17 12:34:42 +00:00
2025-09-16 21:58:40 +00:00
2025-10-27 13:27:59 -04:00
WIP
2023-12-14 09:25:14 -07:00
2025-03-10 01:06:11 -07:00
2025-11-12 20:27:04 +00:00
2024-09-30 17:46:21 -04:00
2025-11-12 20:27:04 +00:00
2025-02-04 09:02:59 -05:00
2025-02-04 09:02:59 -05:00
2025-10-27 13:27:59 -04:00
2025-11-10 22:05:46 +00:00
2025-10-17 18:58:14 +00:00
2025-03-10 01:06:11 -07:00

Zed

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GPUI – Community Edition maintained by Oak Team
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