-
-
Notifications
You must be signed in to change notification settings - Fork 2.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
German translation for jizz.ppy.sh #1
Comments
There's the osu-web repo for the jizz.ppy.sh, also the translations for the website will be done in the same document as the client translation |
@marcostudios this was posted nearly 2 months ago |
wrong repo brah |
@failedxyz this was posted nearly 2 months ago |
👍 |
peppy
pushed a commit
that referenced
this issue
Feb 3, 2017
Fixes inconsistencies and shortcomings of filtering.
smoogipoo
referenced
this issue
in smoogipoo/osu
Mar 25, 2017
… to their hierarchy themselves. CreateCircle() lends itself to a few issues: - It can't be used for drum roll ticks unless it returned a Container instead, at which point the method loses its meaning, and I would rather that constructed in the ctor. - Writing `return Accented ? new AccentedCirclePiece() : new CirclePiece()` in two places as the body of this method feels wrong - it's something I would expect to be taken care of in the base DrawableTaikoHitObject, but that leads back to #1. - Swells don't have an AccentedCirclePiece, so #2 becomes more problematic.
smoogipoo
referenced
this issue
in smoogipoo/osu
Mar 25, 2017
… to their hierarchy themselves. CreateCircle() lends itself to a few issues: - It can't be used for drum roll ticks unless it returned a Container instead, at which point the method loses its meaning, and I would rather that constructed in the ctor. - Writing `return Accented ? new AccentedCirclePiece() : new CirclePiece()` in two places as the body of this method feels wrong - it's something I would expect to be taken care of in the base DrawableTaikoHitObject, but that leads back to #1. - Swells don't have an AccentedCirclePiece, so #2 becomes more problematic.
peppy
pushed a commit
that referenced
this issue
Jul 10, 2019
…ting-from-editor Fix music playing while exiting from editor
smoogipoo
pushed a commit
that referenced
this issue
Aug 21, 2019
19 tasks
2 tasks
peppy
pushed a commit
that referenced
this issue
Jan 2, 2021
Remove duplicate application/octet-stream
vunyunt
pushed a commit
to vunyunt/osu
that referenced
this issue
Feb 5, 2022
Replace weight decay of geometric sequence with harmonic sequence
bdach
pushed a commit
that referenced
this issue
May 29, 2022
``` TearDown : osu.Framework.Testing.Drawables.Steps.AssertButton+TracedException : Channel 1 ready --TearDown at osu.Framework.Threading.ScheduledDelegate.RunTaskInternal() at osu.Framework.Threading.Scheduler.Update() at osu.Framework.Graphics.Drawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Platform.GameHost.UpdateFrame() at osu.Framework.Threading.GameThread.processFrame() at osu.Framework.Threading.GameThread.RunSingleFrame() at osu.Framework.Threading.GameThread.<createThread>g__runWork|66_0() at System.Threading.Thread.StartHelper.Callback(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) ----- One or more child tests had errors Exception doesn't have a stacktrace [runtime] 2022-05-29 19:29:09 [verbose]: 💨 Class: TestSceneChatOverlayV2 [runtime] 2022-05-29 19:29:09 [verbose]: 🔶 Test: TestSlowLoadingChannel [runtime] 2022-05-29 19:29:09 [verbose]: Chat is now polling every 60000 ms [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #1 Setup request handler [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #2 Add test channels [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #3 Show overlay (slow-loading) [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #4 Join channel 1 [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #5 Select channel 1 [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #6 Channel 1 loading [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #7 Join channel 2 [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #8 Select channel 2 [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #9 Channel 2 loading [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #10 Finish channel 1 load [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #11 Channel 1 ready [runtime] 2022-05-29 19:29:09 [verbose]: 💥 Failed [runtime] 2022-05-29 19:29:09 [verbose]: ⏳ Currently loading components (2) [runtime] 2022-05-29 19:29:09 [verbose]: TestSceneChatOverlayV2+SlowLoadingDrawableChannel [runtime] 2022-05-29 19:29:09 [verbose]: - thread: ThreadedTaskScheduler (LoadComponentsAsync (standard)) [runtime] 2022-05-29 19:29:09 [verbose]: - state: Loading [runtime] 2022-05-29 19:29:09 [verbose]: TestSceneChatOverlayV2+SlowLoadingDrawableChannel [runtime] 2022-05-29 19:29:09 [verbose]: - thread: ThreadedTaskScheduler (LoadComponentsAsync (standard)) [runtime] 2022-05-29 19:29:09 [verbose]: - state: Ready [runtime] 2022-05-29 19:29:09 [verbose]: 🧵 Task schedulers [runtime] 2022-05-29 19:29:09 [verbose]: LoadComponentsAsync (standard) concurrency:4 running:1 pending:0 [runtime] 2022-05-29 19:29:09 [verbose]: LoadComponentsAsync (long load) concurrency:4 running:0 pending:0 [runtime] 2022-05-29 19:29:09 [verbose]: 🎱 Thread pool [runtime] 2022-05-29 19:29:09 [verbose]: worker: min 32 max 32,767 available 32,765 [runtime] 2022-05-29 19:29:09 [verbose]: completion: min 32 max 1,000 available 1,000 ```
smoogipoo
pushed a commit
that referenced
this issue
Jun 28, 2022
Tracking down a flaky test (https://teamcity.ppy.sh/buildConfiguration/Osu_Build/553?hideProblemsFromDependencies=false&expandBuildTestsSection=true&hideTestsFromDependencies=false): ```csharp TearDown : System.TimeoutException : "PM Channel 1 displayed" timed out --TearDown at osu.Framework.Testing.Drawables.Steps.UntilStepButton.<>c__DisplayClass11_0.<.ctor>b__0() at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered) at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition) --- End of stack trace from previous location --- at osu.Framework.Testing.TestSceneTestRunner.TestRunner.RunTestBlocking(TestScene test) at osu.Game.Tests.Visual.OsuTestScene.OsuTestSceneTestRunner.RunTestBlocking(TestScene test) in /opt/buildagent/work/ecd860037212ac52/osu.Game/Tests/Visual/OsuTestScene.cs:line 503 at osu.Framework.Testing.TestScene.RunTestsFromNUnit() ------- Stdout: ------- [runtime] 2022-06-27 23:18:55 [verbose]: 💨 Class: TestSceneChatOverlay [runtime] 2022-06-27 23:18:55 [verbose]: 🔶 Test: TestKeyboardNextChannel [runtime] 2022-06-27 23:18:55 [verbose]: Chat is now polling every 60000 ms [runtime] 2022-06-27 23:18:55 [verbose]: 🔸 Step #1 Setup request handler [runtime] 2022-06-27 23:18:55 [verbose]: 🔸 Step #2 Add test channels [runtime] 2022-06-27 23:18:55 [verbose]: 🔸 Step #3 Show overlay with channels [runtime] 2022-06-27 23:18:55 [verbose]: Unhandled Request Type: osu.Game.Online.API.Requests.CreateChannelRequest [network] 2022-06-27 23:18:55 [verbose]: Failing request osu.Game.Online.API.Requests.CreateChannelRequest (System.InvalidOperationException: DummyAPIAccess cannot process this request.) [runtime] 2022-06-27 23:18:55 [verbose]: Unhandled Request Type: osu.Game.Online.API.Requests.CreateChannelRequest [network] 2022-06-27 23:18:55 [verbose]: Failing request osu.Game.Online.API.Requests.CreateChannelRequest (System.InvalidOperationException: DummyAPIAccess cannot process this request.) [runtime] 2022-06-27 23:18:55 [verbose]: 🔸 Step #4 Select channel 1 [runtime] 2022-06-27 23:18:55 [verbose]: 🔸 Step #5 Channel 1 is visible [runtime] 2022-06-27 23:18:55 [verbose]: 🔸 Step #6 Press document next keys [runtime] 2022-06-27 23:18:55 [verbose]: 🔸 Step #7 Channel 2 is visible [runtime] 2022-06-27 23:18:55 [verbose]: 🔸 Step #8 Press document next keys [runtime] 2022-06-27 23:18:55 [verbose]: 🔸 Step #9 PM Channel 1 displayed [network] 2022-06-27 23:18:55 [verbose]: Request to https://a.ppy.sh/587 failed with System.Net.WebException: NotFound. [network] 2022-06-27 23:18:55 [verbose]: Request to https://a.ppy.sh/503 failed with System.Net.WebException: NotFound. [runtime] 2022-06-27 23:19:05 [verbose]: 💥 Failed (on attempt 5,550) [runtime] 2022-06-27 23:19:05 [verbose]: ⏳ Currently loading components (0) [runtime] 2022-06-27 23:19:05 [verbose]: 🧵 Task schedulers [runtime] 2022-06-27 23:19:05 [verbose]: LoadComponentsAsync (standard) concurrency:4 running:0 pending:0 [runtime] 2022-06-27 23:19:05 [verbose]: LoadComponentsAsync (long load) concurrency:4 running:0 pending:0 [runtime] 2022-06-27 23:19:05 [verbose]: 🎱 Thread pool [runtime] 2022-06-27 23:19:05 [verbose]: worker: min 1 max 32,767 available 32,766 [runtime] 2022-06-27 23:19:05 [verbose]: completion: min 1 max 1,000 available 1,000 [runtime] 2022-06-27 23:19:05 [debug]: Focus on "ChatTextBox" no longer valid as a result of unfocusIfNoLongerValid. [runtime] 2022-06-27 23:19:05 [debug]: Focus changed from ChatTextBox to nothing. ``` This kind of logging should be helpful: ```csharp [runtime] 2022-06-28 04:59:57 [verbose]: 🔸 Step #5 Channel 1 is visible [runtime] 2022-06-28 04:59:57 [verbose]: 🔸 Step #6 Press document next keys [runtime] 2022-06-28 04:59:57 [verbose]: Current channel changed to #channel-2 [runtime] 2022-06-28 04:59:57 [debug]: Pressed (DocumentNext) handled by TestSceneChatOverlay+TestChatOverlay. [runtime] 2022-06-28 04:59:57 [debug]: KeyDownEvent(PageDown, False) handled by ManualInputManager+LocalPlatformActionContainer. [runtime] 2022-06-28 04:59:57 [verbose]: 🔸 Step #7 Channel 2 is visible [runtime] 2022-06-28 04:59:57 [verbose]: 🔸 Step #8 Press document next keys [runtime] 2022-06-28 04:59:57 [verbose]: Current channel changed to test user 685 [runtime] 2022-06-28 04:59:57 [debug]: Pressed (DocumentNext) handled by TestSceneChatOverlay+TestChatOverlay. [runtime] 2022-06-28 04:59:57 [debug]: KeyDownEvent(PageDown, False) handled by ManualInputManager+LocalPlatformActionContainer. [runtime] 2022-06-28 04:59:57 [verbose]: 🔸 Step #9 PM Channel 1 displayed [runtime] 2022-06-28 04:59:57 [verbose]: 🔸 Step #10 Press document next keys [runtime] 2022-06-28 04:59:57 [verbose]: Current channel changed to test user 218 ```
smoogipoo
pushed a commit
that referenced
this issue
Jun 28, 2022
Not really sure how to improve this further, but should help with cases like this: ```csharp [runtime] 2022-06-28 05:32:06 [verbose]: 💨 Class: TestSceneSpectatorPlayback [runtime] 2022-06-28 05:32:06 [verbose]: 🔶 Test: TestWithSendFailure [runtime] 2022-06-28 05:32:06 [verbose]: 🔸 Step #1 Setup containers [runtime] 2022-06-28 05:32:06 [verbose]: Received 1 new frames (total 1 of 2) [runtime] 2022-06-28 05:32:06 [verbose]: 🔸 Step #2 received frames [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 7 of 8) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 13 of 19) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 19 of 29) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 25 of 44) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 31 of 45) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 37 of 59) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 43 of 67) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 49 of 125) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 55 of 126) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 61 of 127) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 67 of 128) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 73 of 129) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 79 of 130) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 85 of 131) [runtime] 2022-06-28 05:32:06 [verbose]: ✔️ 22 repetitions [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 91 of 132) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 97 of 133) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 103 of 134) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 109 of 135) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 115 of 136) [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 121 of 137) [runtime] 2022-06-28 05:32:06 [verbose]: 🔸 Step #3 start failing sends [runtime] 2022-06-28 05:32:06 [verbose]: Received 6 new frames (total 127 of 138) [runtime] 2022-06-28 05:32:06 [verbose]: 🔸 Step #4 wait for send attempts [runtime] 2022-06-28 05:32:06 [verbose]: 🔸 Step #5 frames did not increase [runtime] 2022-06-28 05:32:06 [verbose]: 💥 Failed [runtime] 2022-06-28 05:32:06 [verbose]: ⏳ Currently loading components (0) [runtime] 2022-06-28 05:32:06 [verbose]: 🧵 Task schedulers [runtime] 2022-06-28 05:32:06 [verbose]: LoadComponentsAsync (standard) concurrency:4 running:0 pending:0 [runtime] 2022-06-28 05:32:06 [verbose]: LoadComponentsAsync (long load) concurrency:4 running:0 pending:0 [runtime] 2022-06-28 05:32:06 [verbose]: 🎱 Thread pool [runtime] 2022-06-28 05:32:06 [verbose]: worker: min 1 max 32,767 available 32,766 [runtime] 2022-06-28 05:32:06 [verbose]: completion: min 1 max 1,000 available 1,000 [runtime] 2022-06-28 05:32:06 [verbose]: Host execution state changed to Stopping ``` https://teamcity.ppy.sh/buildConfiguration/Osu_Build/811?hideProblemsFromDependencies=false&hideTestsFromDependencies=false&expandBuildTestsSection=true
bdach
pushed a commit
that referenced
this issue
Jun 29, 2022
Was failing occasionally due to the beatmap present operation causing the test's ruleset change to undo. ```csharp TearDown : System.TimeoutException : "wait for placeholder visible" timed out --TearDown at osu.Framework.Testing.Drawables.Steps.UntilStepButton.<>c__DisplayClass11_0.<.ctor>b__0() at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered) at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition) --- End of stack trace from previous location --- at osu.Framework.Testing.TestSceneTestRunner.TestRunner.RunTestBlocking(TestScene test) at osu.Game.Tests.Visual.OsuTestScene.OsuTestSceneTestRunner.RunTestBlocking(TestScene test) in /opt/buildagent/work/ecd860037212ac52/osu.Game/Tests/Visual/OsuTestScene.cs:line 503 at osu.Framework.Testing.TestScene.RunTestsFromNUnit() ------- Stdout: ------- [runtime] 2022-06-29 10:36:45 [verbose]: 💨 Class: TestScenePlaySongSelect [runtime] 2022-06-29 10:36:45 [verbose]: 🔶 Test: TestPlaceholderConvertSetting [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #1 exit all screens [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #2 reset defaults [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #3 delete all beatmaps [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #4 change ruleset to 2 [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #5 import test map for ruleset 0 [database] 2022-06-29 10:36:45 [verbose]: [efc1a] Beginning import from unknown... [database] 2022-06-29 10:36:45 [verbose]: [efc1a] Import successfully completed! [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #6 wait for imported to arrive in carousel [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #7 change convert setting [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #8 create song select [runtime] 2022-06-29 10:36:45 [verbose]: ScreenTestScene screen changed → TestScenePlaySongSelect+TestSongSelect [runtime] 2022-06-29 10:36:45 [verbose]: 📺 ScreenTestScene(OsuScreenStack)#338(depth:1) loading TestScenePlaySongSelect+TestSongSelect#263 [runtime] 2022-06-29 10:36:45 [verbose]: decoupled ruleset transferred ("" -> "osu!catch") [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #9 wait for present [runtime] 2022-06-29 10:36:45 [verbose]: 📺 ScreenTestScene(OsuScreenStack)#338(depth:1) entered TestScenePlaySongSelect+TestSongSelect#263 [runtime] 2022-06-29 10:36:45 [verbose]: 📺 BackgroundScreenStack#328(depth:1) loading BackgroundScreenBeatmap#338 [runtime] 2022-06-29 10:36:45 [verbose]: 📺 BackgroundScreenStack#328(depth:1) entered BackgroundScreenBeatmap#338 [runtime] 2022-06-29 10:36:45 [verbose]: Song select updating selection with beatmap:null ruleset:fruits [runtime] 2022-06-29 10:36:45 [verbose]: Song select changing beatmap from "please load a beatmap! - no beatmaps available!" to "null" [runtime] 2022-06-29 10:36:45 [verbose]: Song select working beatmap updated to Some Artist 0 - Some Song (set id 6224) ece7b702-895c-4f15-892f-05e4ff5e9a24 (Some Guy 3) [Normal 6224000 (length 0:50, bpm 106.7)] [runtime] 2022-06-29 10:36:45 [verbose]: Song select updating selection with beatmap:null ruleset:osu [runtime] 2022-06-29 10:36:45 [verbose]: decoupled ruleset transferred ("osu!catch" -> "osu!") [runtime] 2022-06-29 10:36:45 [verbose]: Song select updating selection with beatmap:74232aa2-2a1f-4920-b643-e85976838251 ruleset:osu [runtime] 2022-06-29 10:36:45 [verbose]: Song select decided to ensurePlayingSelected [runtime] 2022-06-29 10:36:45 [verbose]: Game-wide working beatmap updated to Some Artist 0 - Some Song (set id 6224) ece7b702-895c-4f15-892f-05e4ff5e9a24 (Some Guy 3) [Normal 6224000 (length 0:50, bpm 106.7)] [runtime] 2022-06-29 10:36:45 [debug]: Focus changed from nothing to SeekLimitedSearchTextBox. [network] 2022-06-29 10:36:45 [verbose]: Failing request osu.Game.Online.API.Requests.GetBeatmapRequest (System.InvalidOperationException: DummyAPIAccess cannot process this request.) [runtime] 2022-06-29 10:36:45 [verbose]: ✔️ 16 repetitions [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #10 wait for carousel loaded [runtime] 2022-06-29 10:36:45 [verbose]: 🔸 Step #11 wait for placeholder visible [runtime] 2022-06-29 10:36:55 [verbose]: 💥 Failed (on attempt 1,459) [runtime] 2022-06-29 10:36:55 [verbose]: ⏳ Currently loading components (0) [runtime] 2022-06-29 10:36:55 [verbose]: 🧵 Task schedulers [runtime] 2022-06-29 10:36:55 [verbose]: LoadComponentsAsync (standard) concurrency:4 running:0 pending:0 [runtime] 2022-06-29 10:36:55 [verbose]: LoadComponentsAsync (long load) concurrency:4 running:0 pending:0 [runtime] 2022-06-29 10:36:55 [verbose]: 🎱 Thread pool [runtime] 2022-06-29 10:36:55 [verbose]: worker: min 1 max 32,767 available 32,766 [runtime] 2022-06-29 10:36:55 [verbose]: completion: min 1 max 1,000 available 1,000 [runtime] 2022-06-29 10:36:55 [debug]: Focus on "SeekLimitedSearchTextBox" no longer valid as a result of unfocusIfNoLongerValid. [runtime] 2022-06-29 10:36:55 [debug]: Focus changed from SeekLimitedSearchTextBox to nothing. ```
Eve-ning
referenced
this issue
in Eve-ning/osu
Aug 17, 2023
Improves `maniastatacc` branch for Tests
hwsmm
pushed a commit
to hwsmm/osu
that referenced
this issue
Jul 5, 2024
Improvements for audio normalization
TaterToes
added a commit
to TaterToes/osu
that referenced
this issue
Oct 10, 2024
bdach
pushed a commit
that referenced
this issue
Jan 28, 2025
The previous choices made it seem like potentially destructive actions were being performed. I've gone with neutral colours and more suiting icons to attempt to avoid this. --- Addresses concerns in #31621 (reply in thread). I chose this design even though it wasn't the #1 most popular because I personally feel that using green/red doesn't work great for these.
This issue was closed.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
The text was updated successfully, but these errors were encountered: