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Merge pull request #10252 from tetrapod00/warn
Change warning boxes to danger boxes if data loss can occur
2 parents 5338ea5 + f271708 commit 316f05f

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contributing/development/core_and_modules/custom_platform_ports.rst

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

contributing/workflow/bisecting_regressions.rst

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

tutorials/migrating/upgrading_to_godot_4.rst

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

tutorials/networking/http_request_class.rst

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

tutorials/plugins/running_code_in_the_editor.rst

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

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