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Update custom_modules_in_cpp.rst

Fixed a typo.
Nathan Banks 6 vuotta sitten
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      development/cpp/custom_modules_in_cpp.rst

+ 1 - 1
development/cpp/custom_modules_in_cpp.rst

@@ -249,7 +249,7 @@ of our new module as part of the Godot binary.
 This static approach is fine when we want to build a release version of our
 This static approach is fine when we want to build a release version of our
 game given we want all the modules in a single binary.
 game given we want all the modules in a single binary.
 
 
-However the trade-of is every single change means a full recompilation of the
+However the trade-off is every single change means a full recompilation of the
 game. Even if SCons is able to detect and recompile only the file that have
 game. Even if SCons is able to detect and recompile only the file that have
 changed, finding such files and eventually linking the final binary is a
 changed, finding such files and eventually linking the final binary is a
 long and costly part.
 long and costly part.