projectile-project-root no longer returns `default-directory` if not in
a project (it returns nil). As such, doom-project-* functions (and their
uses) have been refactored.
+ doom-project-p & doom-project-root are aliases for
projectile-project-p & projectile-project-root.
+ doom-project-{p,root,name,expand} now has a DIR argument (for
consistency, since projectile-project-name and
projectile-project-expand do not).
+ The nocache parameter is no longer necessary, as projectile's caching
behavior is now more sane.
+ Removed some projectile advice/hacks that are no longer necessary.
+ Updated unit tests
+ Remove doom/switch-theme (replaced with an advice for load-theme)
+ Reorganize core-ui
+ Fix Emacs 26+ hl-line hack being applied for Emacs 25 users
+ Rename doom|show-whitespace-maybe to doom|highlight-non-default-indentation
+ Disable tool-bar, menu-bar and vertical-scroll-bars via
default-frame-alist; this is a little faster than using the minor
modes.
A regression caused the former to error out (if the buffer name was less
than 2 characters long) and the latter to return t too eagerly (because
of an incorrect condition chain).
cycle-real-buffers was a tidbit of complexity that was never necessary
in the first place. This functionality was already available in the form
of the frame buffer-predicate parameter, which controls where functions
like next-buffer and other-buffer can land you.
The only thing I have to do myself, is check for the condition where
there are no more real buffers left to switch to, and in that case send
you to the fallback-buffer.
doom/{next,previous}-buffer was implemented so that these commands could
skip over unreal buffers, and land us on either a real one or the
dashboard. Using the frame's buffer-predicate parameter accomplishes
exactly this, natively.
Protecting buffers that were visible in other windows (burying them
instead) is not the responsibility of doom-kill-buffer. This is a job
for kill-buffer-query-functions, hence doom|protect-visible-buffers.