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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 月之前
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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
 Distributing a custom platform port
 -----------------------------------
 -----------------------------------
 
 
-.. warning::
+.. danger::
 
 
     Before distributing a custom platform port, make sure you're allowed to
     Before distributing a custom platform port, make sure you're allowed to
     distribute all the code that is being linked against. Console SDKs are
     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
 - 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.
   betas to determine when the regression started.
 
 
-.. warning::
+.. danger::
 
 
     Project files may be incompatible between Godot versions.
     Project files may be incompatible between Godot versions.
     **Make a backup of your project** before starting the bisection process.
     **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
 Running the project upgrade tool
 --------------------------------
 --------------------------------
 
 
-.. warning::
+.. danger::
 
 
     **Make a full backup of your project** before upgrading! The project upgrade
     **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.
     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 httpRequest = GetNode<HttpRequest>("HTTPRequest");
         httpRequest.Request("https://api.github.com/repos/godotengine/godot/releases/latest", new string[] { "User-Agent: YourCustomUserAgent" });
         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
     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.
     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
 - 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.
   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
     ``@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
     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.
 Scripts that extend EditorScript must be ``@tool`` scripts to function.
 
 
-.. warning::
+.. danger::
 
 
     EditorScripts have no undo/redo functionality, so **make sure to save your
     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.
     scene before running one** if the script is designed to modify any data.