BugReporter: extract Localizer messages#10934
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* Split draft event handling off ILobbyListener (Card-Forge#10756) Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * TrackableType: cleanup default value, reduce need of extra classes (Card-Forge#10751) * TrackableType: cleanup default value, reduce need of extra classes * Fixed item drop bug (Card-Forge#10810) * Missing boosters * AbilityManaPart: use Multiset for produced (Card-Forge#10811) * Fix Veil of Summer (Card-Forge#10818) * ManaPool: refactor GameEventManaPool and Mana added as once (Card-Forge#10812) * ManaPool: refactor GameEventManaPool and Mana added as once * Edition updates: SLD * Online draft/sealed bug fixes and polish (desktop) (Card-Forge#10816) * Use a limited deck format for networked limited matches The networked lobby always launched matches as GameType.Constructed, so online draft and sealed games inherited the Constructed sideboard cap of 0-15 cards. Building a deck from a limited pool then failed validation in the sideboard dialog, demanding the unused pool be cut down to 15. Pass GameType.Draft when the lobby is in limited mode, mirroring the isLimitedMode() check already used for the lobby legality check. Draft maps to DeckFormat.Limited, which has no sideboard cap, so the full pool can sit in the sideboard. Draft is chosen over Sealed because the win/lose screen keys off the game type: Sealed unconditionally selects the gauntlet tournament screen, while Draft falls through to the normal match win/lose screen when no gauntlet draft is running. * Filter decks immediately when loading a past network event Loading a past event set the active event id but left the conformance flag untouched, so the deck list stayed unfiltered until the user toggled the "only allow decks from this event" checkbox off and on. The just-finished-draft path (receiveEventPool) already turns conformance on when it selects the event; mirror that when loading a past event so the filter applies right away, and sync the checkbox to match. * List past network events newest first * Fix edit button not loading network event decks * Open network event decks in the matching limited editor Every path that opened a network event deck hardcoded the sealed editor, so draft pools opened with the sealed pool layout rather than the draft one — CEditorLimited configures its catalog columns and card display per screen, so the two are not interchangeable. Route by the deck's eventFormat tag via a shared helper that picks the draft or sealed editor screen, used by the decks-list open path and the post-event-pool open. The post-draft completion path uses the draft editor directly since it is always a draft. --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Mana: add Helper methods (Card-Forge#10821) ~ custom hashCode isn't needed anymore * handleStayOpen complained in the IDE (Card-Forge#10817) * Add files via upload (Card-Forge#10809) * Update MTGP_05.pzl (Card-Forge#10822) Fixed where you could win the puzzle by passing. * - Better fix for MTGP_05. (Card-Forge#10829) * Revive Sentry (Card-Forge#10831) * Add files via upload (Card-Forge#10833) * Set name in WrappedAbility (Card-Forge#10820) * Fix ability-menu crash and positioning for floating-zone cards (Card-Forge#10834) * Fix crash when the ability menu anchors to a hidden card panel The ability/face popup anchored to the card's home-zone panel, which can be hidden (e.g. a card playable via a Wish whose Sideboard window was opened then closed), throwing IllegalComponentStateException. Guard the anchor and fall back to the prompt area when it isn't showing. * Anchor the ability menu to the clicked card panel The menu looked up the panel by the card's home zone, so when a card is shown in more than one window (e.g. in both the Playable Zone Cards window and the Sideboard window) it could open over the wrong one. Track the clicked panel and prefer it. --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Show waiting opponent's name in single-player prompt (Card-Forge#10835) Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Restore game log for reconnecting network clients (Card-Forge#10826) On reconnect, reconstruct the host's accumulated entries as GameEventAddLog events and replay them to that client only, rebuilding its log through the existing formatter path. The whole batch ships as a single events-only applyDelta packet rather than one message per entry, and bypasses collectDeltas so it stays a plain serialize-and-send — no redundant full-state resend, no off-thread delta collection. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Add playable card highlights (Card-Forge#10680) A light blue outline ("weakly selectable") on cards the player can currently play or activate. Reads the same AvailableActions heuristic as APINA, so the highlight set and the auto-pass decision come from one pass per priority window. --------- Co-authored-by: Autumn Wind <209156905+autumnmyst@users.noreply.github.com> Co-authored-by: tool4EvEr <tool4EvEr@> * MSH: 5 cards (rare mana-fixing land cycle) (Card-Forge#10838) * Update gathering_place.txt (Card-Forge#10839) * Add Offer Draw action (Card-Forge#10807) A player can propose an intentional draw; every remaining alive player must accept via a live-tally dialog. Unanimous acceptance ends the game in a draw, applied atomically (intentionalDraw on all alive players plus setGameOver(Draw)); any decline cancels with no state change. Modeled on concede: a hidden-by-default dock button and Game-menu item on desktop and a match-menu item on mobile, routed through a new IGameController action. Two one-way protocol methods carry it over the network (drawOfferAction, client to server; updateDrawOffer, server broadcast), each platform rendering a non-blocking live-tally dialog. The AI always declines for now. --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Update Blighted Nightmare (Card-Forge#10815) * Allow the grouping of identical cards (Card-Forge#10825) * Allow the grouping of identical cards * Cleaner reset * Only show effect dialog when there are remaining enemies (Card-Forge#10828) * Update ballad_of_the_black_flag.txt (Card-Forge#10844) * MSH, batch 1: 5 cards (Card-Forge#10845) * MSH leaks, 25th April (Card-Forge#10519) * MSH comic cards. (Card-Forge#10784) * MSH: Worthy (Card-Forge#10846) * MSH Debut cards, batch 2 (Card-Forge#10848) * Clean up (Card-Forge#10851) * [RoL] Fix chests rewards in Church of Kaalia (Card-Forge#10853) * Fix chest rewards * Fix typo * Create invisible_woman_sue_storm.txt (Card-Forge#10856) Co-authored-by: TRT <> * Update artful_dodge.txt (Card-Forge#10859) * Edition updates: MAR, MSC, MSH * Edition updates: Oops fix PLST * MSH cards from debut, batch 1 (Card-Forge#10837) * MSH, batch 2: 5 cards (Card-Forge#10857) * Vanguard cleanup * Update grove_8_hydra.tmx (Card-Forge#10866) * MSH, batch 3: 5 cards (Card-Forge#10860) * Card cleanup: 2026-06-04, \upcoming * RoL: Two new strixhaven areas with 16 new enemies, 8 new items (Card-Forge#10868) * Two new areas, 16 new enemies, 8 new items * Small fix to overworld spawns * Edition updates: MSH, PPRO, PSPL, PW26, UNK * Decklist typo fix (Card-Forge#10880) * Decklist typo fix * Dialogue typo fix * Updated dialogue * Update illvoi_infiltrator.txt (Card-Forge#10881) * Card cleanup: 2026-06-03, incidental (Card-Forge#10847) * Update ennis_debate_moderator.txt * Rename bob_bevy_of_beebles.txt to b_o_b_bevy_of_beebles.txt * Update craig_boone_novac_guard.txt (Card-Forge#10882) * Incidental fix: 2026-06-04 (Card-Forge#10879) * Update AddTurnEffect.java * Update alchemists_gambit.txt * Update chance_for_glory.txt * Update final_fortune.txt * Update last_chance.txt * Update warriors_oath.txt * Update kang_the_conqueror.txt * MSH debut cards, batch 3 (Card-Forge#10849) * MHS debut cards, batch 4 (Card-Forge#10858) * MSH, batch 4: 5 cards * Card cleanup: 2026-06-05, \upcoming * - Generated quest for Secrets of Strixhaven. (Card-Forge#10885) - Clarification for MTGP_05. * Card cleanup: 2026-06-05, \upcoming, 2nd pass * Fix StackOverflowError from unbounded texture load callback chain (Card-Forge#10887) MemoryTrackingAssetManager.load() wrapped parameter.loadedCallback in a new lambda on every call. Because getTextureFilter() returns a single shared TextureParameter instance, the callback nested one level deeper per texture load. After enough loads, invoking the chain recursed deep enough to throw StackOverflowError during texture loading, manifesting as a white flash, missing card art, and eventual crash that only a restart cleared. Install a fresh callback each load instead of wrapping the existing one, so the callbacks can never accumulate into a chain. Co-authored-by: Claude <noreply@anthropic.com> * Edition updates: MSH, PLST, PMEI, PURL, PW25, PW26, SLD * MHS cards, batch 5 (Card-Forge#10871) * MSH, batch 5: 5 cards (Card-Forge#10874) * Deckfix to avoid game-breaking infinite * - LDA update for Secrets of Strixhaven (Standard, Modern) (Card-Forge#10901) * Preserve caller-supplied texture load callbacks (Card-Forge#10895) The earlier texture-load stack overflow fix replaced parameter.loadedCallback unconditionally. That also drops libgdx's own callback set by Texture.invalidateAllTextures, which restores each texture's reference count after a GL context loss reload (Android surface recreation). Without it, recovered textures keep refcount 0 and a later unload can dispose one still in use. Chain a caller-supplied callback instead, but still replace the shared getTextureFilter() instance's callback — that one is our own prior wrapper, and chaining it is what accumulated into the overflow. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * MSH spoilers, 4th June (Card-Forge#10876) * MSH, batch 6: 3 cards (Card-Forge#10883) * Reorganize Help menu log options and add log export to desktop (Card-Forge#10903) The active game log is held under an exclusive lock that, on Windows, blocks reading it through a second handle. ExceptionHandler now opens that channel for read too and exposes snapshotActiveLog so export captures the live log through the owning handle. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * ReplaceConnive: add new Replacement (Card-Forge#10905) * Edition updates: MAR, MSC, MSH, SLD, SOA * Card cleanup: 2026-06-06, \upcoming * Fix to enemy spawnrate * MSH leaks, June 5th (Card-Forge#10888) * More MSH spoilers, 5th June (Card-Forge#10893) * Style phase stop buttons to read as clickable buttons (Card-Forge#10898) The phase stop labels looked like static UI, so players often didn't realize they were clickable toggles. Add affordances in PhaseLabel, all layered over the existing skin colors (no color changes): - Beveled fill: "stop" phases stand raised, skipped ones sit pressed in - Soft top-edge rim highlight as a light-based raised cue for the dark panel - Hover previews the toggle by flipping the bevel, plus a hand cursor - Brief press dip on click for tactile feedback Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Prepared: Show linked exile cards as ghosts on their permanent (Card-Forge#10873) A permanent that holds a card in exile — a prepared spell, or a card exiled until the permanent leaves the battlefield (Banishing Light and similar) — now shows a faded blue-grey "ghost" of that card attached to it as a GUI convenience. A prepared-spell ghost can be clicked to cast; the rest are informational. Gated behind the UI_SHOW_LINKED_EXILE_CARDS preference (default on), toggleable from the desktop Display menu, the desktop Preferences screen, and the mobile settings page. Implemented on both the Swing and libgdx UIs. --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Fix to item description typo * Fix Chandra's Ignition stack description showing internal sub-ability text (Card-Forge#10904) * fix: Chandra's Ignition no longer leaks sub-ability text in stack description * fix: use ValidDescription on Ignition sub-ability to keep dynamic stack text --------- Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com> * Update okoye_mighty_and_adored.txt Closes Card-Forge#10914 * Leader, Super-Genius (Card-Forge#10907) * Fix deck chooser freeze when sorting random generator decks (Card-Forge#10913) Selecting a random generator deck list (random commander, color, or archetype decks) could freeze the UI for minutes. FDeckChooser called setPool() before setup(), so the new pool was sorted using the previous screen's sort columns. If that screen was sorted by the AI or commander bracket column, the sort comparator called getDeck() on every comparison, generating a full random deck per comparison across the whole pool. Reorder setup() before setPool() so the view's sort columns are reset before the generator pool is loaded and sorted, keeping the sort on the cheap name column. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Kid Loki (MSH) and support (Card-Forge#10916) Co-authored-by: tool4EvEr <tool4EvEr@> * Improve AI mode selection for modal spells (Card-Forge#10569) Co-authored-by: tool4EvEr <tool4EvEr@> * 3 MSH cards from Secret Lair (Card-Forge#10902) * MSH - Spider-Man Welcome Deck and other cards (Card-Forge#10909) * More MSH dump (Card-Forge#10910) * MSH: extend Ward costs (Card-Forge#10917) * MSH: extend Ward costs * remove BY_NAME_THEN_SET (Card-Forge#10918) * Update tom_bert_and_william.txt * Update captain_america_living_legend.txt * Fixed item not dropping * Add "The Last Airbender" and "Middle-earth" Planar Conquest worlds (Card-Forge#10926) * - LDA update for Secrets of Strixhaven (Standard, Modern) * - Add The Last Airbender and Middle-earth Planar Conquest worlds. * Add files via upload (Card-Forge#10932) * Edition updates: MAR, MSC, MSH * MSH spoilers, 7th June (Card-Forge#10915) * Another batch of MSH cards (Would you believe that?) (Card-Forge#10919) * Fix NPE when cloning Adventure creatures on mobile (Card-Forge#10349) When a clone (e.g. Superior Spider-Man) copies an Adventure creature, the CardView's AlternateState was null because getAlternateState() only checks original card states, not clone states. The mobile renderer then crashes calling getName() on the null state when rendering with card images disabled. Two fixes: CardView.updateState() falls back to the Secondary clone state, and CardImageRenderer falls back from the backup to the in-game card when the backup lacks the adventure state. Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com> Co-authored-by: Hans Mackowiak <hanmac@gmx.de> * Fix typo in Leader, Super-Genus name * Improve AI premium removal threat assessment (Card-Forge#10943) * Update Marvel Super Heroes.txt Fixed Land Rarity * MSC Jumpstart batch #1 (Card-Forge#10924) * Edition updates: MAR, MSC, MSH, PF26, PMEI * Enable deck sleeves on desktop (Card-Forge#10929) Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Update hawkeye_young_avenger.txt * Mapfix * Add teamwork and Timeline Inquiry * Add Atlantis Attacks * - Add puzzles PS_SOS2 - PS_SOS4. (Card-Forge#10956) * Add genetic AI decks for Secrets of Strixhaven (Card-Forge#10957) * - Add puzzles PS_SOS2 - PS_SOS4. * - Add genetic AI decks for SOS. * Update atlantis_attacks.txt * add CostTeamwork extending CostTapType * fix CostTeamwork * TriggerTaps: add Teamwork check * fix import * fix negate * Update ConniveEffect.java (Card-Forge#10959) * MSC: add TriggerConnives (Card-Forge#10961) Co-authored-by: tool4ever <therealtoolkit@hotmail.com> * Edition updates: MSC, MSH * add to Keywords * Hercules, Olympian Hero and support Co-authored-by: tool4EvEr <tool4EvEr@> * Map icon fix; deckfix * Update speed_young_avenger.txt * Update ant_mans_army.txt * Change Roxxon Brutes type to Berserker Villain * Mapfix * Fix autopass not respecting event interrupts (Card-Forge#10968) * Don't track exiled tokens in the until-leaves-battlefield list (Card-Forge#10972) A token exiled "until ~ leaves" ceases to exist and can never return, but it was still added to the host's untilLeavesBattlefield list and never removed (tokens carry no exiledWith link to be cleaned up by). The stale reference showed as a ghost on the permanent and in its detail text. Exclude tokens where the list is populated, matching handleExiledWith. --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Fix Planar deck buttons hidden behind Constructed deck button (Card-Forge#10969) Move the Constructed deck row off grid row 5, which it shared with the Planechase widgets, onto the unused row 3. The two rows are both visible when Planechase is the only selected variant, so the Constructed button was stacked on top of the planar deck buttons. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * MSC, batch 1: 40 cards, 1 token (Card-Forge#10935) * Update asgardian_inspiration.txt * MSH Jumpstart et al. batch #2 (Card-Forge#10927) * MSC, batch 2: 30 cards, 1 token (Card-Forge#10951) * CostPaymentStack: refactor and remove IndividualCostPaymentInstance (Card-Forge#10980) * Update storm_windrider.txt * MSC, batch 3: 5 cards * Update avengers_under_siege.txt * Update origin_of_the_avengers.txt * Edition updates: MSC, MSH, PMEI, SLD * Add files via upload * HealDamage: add extra HealDamageEffect (Card-Forge#10988) * fix Viv Vision, Teen Synthezoid (Card-Forge#10990) * Move Properties to their own files * MSH Jumpstart et al. batch #3 (Card-Forge#10933) * MSH Jumpstart et al. batch #4 (Card-Forge#10940) * MSC, batch 4: 5 cards (Card-Forge#10991) * Add Teamwork to SAProperties for Quantum Reduction * Fix typo * Update The Fantastic Four [MSC] [2026].dck * Update Doom Prevails [MSC] [2026].dck * Update Wakanda Forever [MSC] [2026].dck * Card cleanup: 2026-06-13, \upcoming * Edition updates: MSC * Wolverine, Fierce Fighter (MSH) (Card-Forge#10999) * Leave property checks as Statics * Card cleanup: 2026-06-14, \upcoming (Card-Forge#11002) * MSH Jumpstart et al. batch #5 (Card-Forge#10946) * Card cleanup: 2026-06-14, incidental * Virtual Assistant (MSC) * MSH Jumpstart et al. batch #6 (Card-Forge#10949) * Register controlled players on the server-side remote GUI proxy (Card-Forge#11006) Control-an-opponent effects (e.g. Secret of Bloodbending) crashed the game in multiplayer when the controlling player was a remote client. The controlled player's priority is driven through the controller's shared InputProxy, so InputProxy.update calls setCurrentPlayer on the controller's GUI. On the host that GUI is a CMatchUI whose FControlGameEventHandler registers the controlled player as local when GameEventPlayerControl fires, so the call succeeds. The server-side RemoteClientGuiGame instead uses a GameEventForwarder that only relays events to the client and never updates its own gameControllers map, so setCurrentPlayer threw IllegalArgumentException and killed the game thread. Mirror the host-side bookkeeping in RemoteClientGuiGame: on each GameEventPlayerControl, register or unregister the controlled player in the proxy's gameControllers. Identify the controller via the controlled player's mind-slave master and isLocalPlayer rather than by name, so only the actual controller's proxy registers the player. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Edition updates: SLD * Super-Adaptoid (MSH) (Card-Forge#10975) * Format updates: Add SPM to Arena formats * Alchemy Rebalancing for June 15, 2026 * Enhance skull_storm.txt with detailed spell effects Closes Card-Forge#11011 * Add Reed Richards (Card-Forge#10931) * MSH Jumpstart et al. batch #7 (Card-Forge#10955) * MSH Jumpstart et al. batch #8 (Card-Forge#10962) * MSH Jumpstart et al. batch #9 (with connive triggers and teamwork) (Card-Forge#10966) * Fix syntax for DBPump variable in Captain America card * BugReporter: extract Localizer messages (Card-Forge#10934) * Realm of legends 1.054: Assorted bugfixes (Card-Forge#11001) * Update asgardian_inspiration.txt * Mapfix * Mapfix * Mapfix for several broken bosses --------- Co-authored-by: tool4ever <therealtoolkit@hotmail.com> * ActivationTable: use Multiset for Player values (Card-Forge#10998) * Use supplier (Card-Forge#11012) * MSH Jumpstart et al. batch #10 (Card-Forge#10971) * MSH Jumpstart et al. batch #11 (Card-Forge#10973) * MSH Jumpstart et al. batch #12 (Card-Forge#10983) * Clean up (Card-Forge#11016) * Card cleanup: 2026-06-16, \upcoming (Card-Forge#11017) * Update ranking/edition files * Update blocksdata * Fix bad slots * Trigger: updated lookBackInTime (Card-Forge#11021) * Stop checking Flashback for SBA (Card-Forge#11022) * MSH: refactor additional activations (Card-Forge#10997) * Update Marvel Super Heroes.txt * Fixed item and boss droprate * Create atlas_sizable_stooge.txt * Update furious_strength.txt * Add MSH, MSC to formats * Edition updates: PWCS, SLD * Fix MSH edition * Remember replacement effect ordering (Card-Forge#11015) Co-authored-by: tool4EvEr <tool4EvEr@> * Add files via upload * Update super_adaptoid.txt * Fix GameEventPlayerStatsChanged carrying ALL cards (Card-Forge#11031) * Update Ancestral Communion card mode condition (Card-Forge#11034) * Fix based off numbers tjtillman (Card-Forge#11033) * Update captain_marvel_earths_protector.txt * Update methods_of_the_mighty.txt * Update agent_maria_hill.txt fixed PT * Update daredevils_billy_club.txt * remove ItemPoolSorter (Card-Forge#10921) * Fix MSH edition * Add deck URL loading for Moxfield and Archidekt (Card-Forge#10570) * Update titania_rugged_rumbler.txt * Fixing Wonder Man (Card-Forge#11047) * Rename Wonder_man_hollywood_hero.txt to wonder_man_hollywood_hero.txt * Update wonder_man_hollywood_hero.txt * Migrate upcoming (Card-Forge#11046) * Clean up (Card-Forge#11048) * Update vision_quest.txt * Move GameState to game package; some cleanup (Card-Forge#11037) * Move GameState up to the forge.game module. * Change return type of method for consistency with similar methods. * Cleanup unused and only abstract method in GameState * Update rover_blades.txt fix Oracle * Update glorious_purpose.txt * Update hercules_olympian_hero.txt (Card-Forge#11051) * Update quicksilver_brash_blur.txt * Update claim_the_kingdom.txt * Edition updates: MSC, PMEI, SLD, UNK --------- Co-authored-by: MostCromulent <201167372+MostCromulent@users.noreply.github.com> Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com> Co-authored-by: Hans Mackowiak <hanmac@gmx.de> Co-authored-by: Serafina <serafina2880@gmail.com> Co-authored-by: Eradev <admin@eradev.com> Co-authored-by: Paul Hammerton <18243520+paulsnoops@users.noreply.github.com> Co-authored-by: tool4ever <therealtoolkit@hotmail.com> Co-authored-by: Paul Hammerton <paulhammerton1@hotmail.co.uk> Co-authored-by: Renato Filipe Vidal Santos <45150760+dracontes@users.noreply.github.com> Co-authored-by: AncoronDS <xancoronx@gmail.com> Co-authored-by: Agetian <stavdev@mail.ru> Co-authored-by: Eradev <Eradev@users.noreply.github.com> Co-authored-by: autumnmyst <autumnonthewind@gmail.com> Co-authored-by: Autumn Wind <209156905+autumnmyst@users.noreply.github.com> Co-authored-by: Fulgur14 <54345051+Fulgur14@users.noreply.github.com> Co-authored-by: Simisays <67333662+Simisays@users.noreply.github.com> Co-authored-by: Matt Van Horn <mvanhorn@users.noreply.github.com> Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com> Co-authored-by: Madwand99 <Madwand99@gmail.com> Co-authored-by: Rauglothgor <98924238+Rauglothgor@users.noreply.github.com> Co-authored-by: Chris H <zenchristo@gmail.com> Co-authored-by: dyegoaurelio <42411160+dyegoaurelio@users.noreply.github.com> Co-authored-by: Jetz72 <Jetz722@gmail.com>
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Extracted from #10928
this removes the BugReporter constants