From 053418ef6fcffc4ae134d3f6ea0549aa7f3378c6 Mon Sep 17 00:00:00 2001 From: Nathan Banks Date: Fri, 1 Mar 2019 15:51:23 -0500 Subject: [PATCH] Update custom_modules_in_cpp.rst Fixed a typo. (cherry picked from commit 955666e8b45e388336cfd8295962ad40b7ab6ab9) --- development/cpp/custom_modules_in_cpp.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/development/cpp/custom_modules_in_cpp.rst b/development/cpp/custom_modules_in_cpp.rst index 0f80c47ef..43aa22f99 100644 --- a/development/cpp/custom_modules_in_cpp.rst +++ b/development/cpp/custom_modules_in_cpp.rst @@ -255,7 +255,7 @@ 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 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 changed, finding such files and eventually linking the final binary is a long and costly part.