For many months the monstrous nil error had slain all who seeked it's lair. By night it bought terror to the lowly villagers of Moddev, ravaging their women and leaving them helpless against their own performance guzzling gadgetry.
Autumn fell and the knights of the Kingdom ended their crusades and returned to the shelter of Moddev. That very night, the villagers pleaded that the nil error be slain and, after a few beers, the brave knights ventured out into the mountains.
Barely had they left the safety of Moddev when a wild gadgetHandler blocked their way, snarling and taunting them with as yet unimplemented callins. Many knights ran for cover but the bravest drew their swords and, through the power of the updated wiki, laid the monster to rest.
The knights feasted on the gadgetHandlers carcass but found no clues as to the wherabouts of the nil error. The next morning the clouds cleared and the knights came upon the mythical paradise of ZK, where the nil error could not go. In ZK the gadgetHandlers were tame and the knights learned of a map showing that the nil error lurked in the gadgetHandler={...} cave system.
The depths of the caves were pitch black and the knights could feel the nil error stalking them behind its veil of darkness. The boldest of the knights called upon the Holy power of WinMerge and thus traced the nil error to the deepest caves, where no sensible programmer had dared look. A grevious battle ensued but by the sword of actionHandler=actionHandler the nil error was slain, crushing all but the swiftest of the knights as it fell.
After briefly mourning their fallen companions, the knights returned the next day to Moddev where they were showered with riches by the grateful villagers.
tl;dr ... Locate the definition of the gadgetHandler = {... } object, which is around line 60-70 in sensible gadgets.lua. Add the line "actionHandler=actionHandler," to it and, as long as you have a reasonably up to date gadgets.lua, dbg_profiler will work again. Example (for latest engine builds):