From f2717085dc7807397f4e217a1a5dbc3c184fb1ff Mon Sep 17 00:00:00 2001 From: tetrapod00 <145553014+tetrapod00@users.noreply.github.com> Date: Tue, 12 Nov 2024 01:07:53 -0800 Subject: [PATCH] Change warnings to dangers if data loss can occur --- .../development/core_and_modules/custom_platform_ports.rst | 2 +- contributing/workflow/bisecting_regressions.rst | 2 +- tutorials/migrating/upgrading_to_godot_4.rst | 2 +- tutorials/networking/http_request_class.rst | 2 +- tutorials/plugins/running_code_in_the_editor.rst | 4 ++-- 5 files changed, 6 insertions(+), 6 deletions(-) diff --git a/contributing/development/core_and_modules/custom_platform_ports.rst b/contributing/development/core_and_modules/custom_platform_ports.rst index 80a1e09a8fe..72d4aac6cb0 100644 --- a/contributing/development/core_and_modules/custom_platform_ports.rst +++ b/contributing/development/core_and_modules/custom_platform_ports.rst @@ -169,7 +169,7 @@ 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 diff --git a/contributing/workflow/bisecting_regressions.rst b/contributing/workflow/bisecting_regressions.rst index 6ccbfb1ff80..6e58e410e35 100644 --- a/contributing/workflow/bisecting_regressions.rst +++ b/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. diff --git a/tutorials/migrating/upgrading_to_godot_4.rst b/tutorials/migrating/upgrading_to_godot_4.rst index 57f7b99f7dc..5fa7ceae6df 100644 --- a/tutorials/migrating/upgrading_to_godot_4.rst +++ b/tutorials/migrating/upgrading_to_godot_4.rst @@ -105,7 +105,7 @@ 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. diff --git a/tutorials/networking/http_request_class.rst b/tutorials/networking/http_request_class.rst index fdb5cc179a4..34a48367a7b 100644 --- a/tutorials/networking/http_request_class.rst +++ b/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.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. diff --git a/tutorials/plugins/running_code_in_the_editor.rst b/tutorials/plugins/running_code_in_the_editor.rst index 0f0914ef7a7..0c5e0a51075 100644 --- a/tutorials/plugins/running_code_in_the_editor.rst +++ b/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.