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Merge pull request #10252 from tetrapod00/warn
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Change warning boxes to danger boxes if data loss can occur
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mhilbrunner authored Nov 15, 2024
2 parents 5338ea5 + f271708 commit 316f05f
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Showing 5 changed files with 6 additions and 6 deletions.
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Expand Up @@ -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
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2 changes: 1 addition & 1 deletion contributing/workflow/bisecting_regressions.rst
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Expand Up @@ -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.
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2 changes: 1 addition & 1 deletion tutorials/migrating/upgrading_to_godot_4.rst
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Expand Up @@ -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.
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2 changes: 1 addition & 1 deletion tutorials/networking/http_request_class.rst
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Expand Up @@ -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.
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4 changes: 2 additions & 2 deletions tutorials/plugins/running_code_in_the_editor.rst
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Expand Up @@ -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
Expand Down Expand Up @@ -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.
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