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Remove obsolete `CXXFLAGS` override in Custom modules in C++

This line is actually harmful now that Godot defaults to C++17.
Hugo Locurcio 4 年之前
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8c4bd39379
共有 1 个文件被更改,包括 7 次插入4 次删除
  1. 7 4
      development/cpp/custom_modules_in_cpp.rst

+ 7 - 4
development/cpp/custom_modules_in_cpp.rst

@@ -182,8 +182,8 @@ environment's paths:
     env.Append(CPPPATH=["#myotherlib/include"]) # this is an 'absolute' path
     env.Append(CPPPATH=["#myotherlib/include"]) # this is an 'absolute' path
 
 
 If you want to add custom compiler flags when building your module, you need to clone
 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 `SCsub` with custom flags:
+``env`` first, so it won't add those flags to whole Godot build (which can cause errors).
+Example ``SCsub`` with custom flags:
 
 
 .. code-block:: python
 .. code-block:: python
 
 
@@ -193,8 +193,11 @@ Example `SCsub` with custom flags:
 
 
     module_env = env.Clone()
     module_env = env.Clone()
     module_env.add_source_files(env.modules_sources, "*.cpp")
     module_env.add_source_files(env.modules_sources, "*.cpp")
-    module_env.Append(CCFLAGS=['-O2']) # Flags for C and C++ code
-    module_env.Append(CXXFLAGS=['-std=c++11']) # Flags for C++ code only
+    # Append CCFLAGS flags for both C and C++ code.
+    module_env.Append(CCFLAGS=['-O2'])
+    # If you need to, you can:
+    # - Append CFLAGS for C code only.
+    # - Append CXXFLAGS for C++ code only.
 
 
 And finally, the configuration file for the module, this is a simple
 And finally, the configuration file for the module, this is a simple
 python script that must be named ``config.py``:
 python script that must be named ``config.py``: