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Merge pull request #10252 from tetrapod00/warn

Change warning boxes to danger boxes if data loss can occur
Max Hilbrunner 8 months ago
parent
commit
316f05f8ba

+ 1 - 1
contributing/development/core_and_modules/custom_platform_ports.rst

@@ -170,7 +170,7 @@ or OpenGL ES 3.0, you have two options:
 Distributing a custom platform port
 -----------------------------------
 
-.. warning::
+.. danger::
 
     Before distributing a custom platform port, make sure you're allowed to
     distribute all the code that is being linked against. Console SDKs are

+ 1 - 1
contributing/workflow/bisecting_regressions.rst

@@ -42,7 +42,7 @@ whether the issue is a regression in 4.0 or not.
 - If the issue is **not present** in 3.x, then you can try older 4.0 alphas and
   betas to determine when the regression started.
 
-.. warning::
+.. danger::
 
     Project files may be incompatible between Godot versions.
     **Make a backup of your project** before starting the bisection process.

+ 1 - 1
tutorials/migrating/upgrading_to_godot_4.rst

@@ -106,7 +106,7 @@ only ``.gdshader`` is supported in Godot 4.0.
 Running the project upgrade tool
 --------------------------------
 
-.. warning::
+.. danger::
 
     **Make a full backup of your project** before upgrading! The project upgrade
     tool will *not* perform any backups of the project that is being upgraded.

+ 1 - 1
tutorials/networking/http_request_class.rst

@@ -149,7 +149,7 @@ For example, to set a custom user agent (the HTTP ``User-Agent`` header) you cou
         HttpRequest httpRequest = GetNode<HttpRequest>("HTTPRequest");
         httpRequest.Request("https://api.github.com/repos/godotengine/godot/releases/latest", new string[] { "User-Agent: YourCustomUserAgent" });
 
-.. warning::
+.. danger::
 
     Be aware that someone might analyse and decompile your released application and
     thus may gain access to any embedded authorization information like tokens, usernames or passwords.

+ 2 - 2
tutorials/plugins/running_code_in_the_editor.rst

@@ -23,7 +23,7 @@ use cases:
 - If your player doesn't use a sprite, but draws itself using code, you can make
   that drawing code execute in the editor to see your player.
 
-.. DANGER::
+.. danger::
 
     ``@tool`` scripts run inside the editor, and let you access the scene tree
     of the currently edited scene. This is a powerful feature which also comes
@@ -503,7 +503,7 @@ currently focused on the script editor.
 
 Scripts that extend EditorScript must be ``@tool`` scripts to function.
 
-.. warning::
+.. danger::
 
     EditorScripts have no undo/redo functionality, so **make sure to save your
     scene before running one** if the script is designed to modify any data.