From 73d767e936fc63000d872a3c130c0e494f9baf6e Mon Sep 17 00:00:00 2001 From: "Andrii Doroshenko (Xrayez)" Date: Tue, 14 Feb 2017 12:14:35 +0200 Subject: [PATCH] Fix typos in custom_modules_in_c++.rst --- reference/custom_modules_in_c++.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/reference/custom_modules_in_c++.rst b/reference/custom_modules_in_c++.rst index 356e516d..a279334b 100644 --- a/reference/custom_modules_in_c++.rst +++ b/reference/custom_modules_in_c++.rst @@ -160,7 +160,7 @@ this module: If you want to add custom compiler flags when building your module, you need to clone `env` first, so it won't add those flags to whole Godot build (which can cause errors). -Example `SCub` with custom flags: +Example `SCsub` with custom flags: .. code:: python @@ -280,7 +280,7 @@ during runtime with the ``LD_LIBRARY_PATH`` environ variable: you won't be able to play you project from within the editor. On top of that, it would be nice to be able to select whether to compile our -module as shared library (for development) or as a par of the godot binary +module as shared library (for development) or as a part of the godot binary (for release). To do that we can define a custom flag to be passed to SCons using the `ARGUMENT` command: