From 7aeff20215c0d7a9e8c8135268a3e85bf86ad4ee Mon Sep 17 00:00:00 2001 From: siamak-s Date: Sat, 22 Sep 2018 12:54:49 +0330 Subject: [PATCH] Change headers flag to headers_dir --- tutorials/plugins/gdnative/gdnative-cpp-example.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/plugins/gdnative/gdnative-cpp-example.rst b/tutorials/plugins/gdnative/gdnative-cpp-example.rst index 6119a14e1..909fb6007 100644 --- a/tutorials/plugins/gdnative/gdnative-cpp-example.rst +++ b/tutorials/plugins/gdnative/gdnative-cpp-example.rst @@ -64,7 +64,7 @@ Now to generate and compile our bindings we do (do chose either Windows, Linux o .. code-block:: none cd godot-cpp - scons platform=windows/linux/osx headers=../godot_headers generate_bindings=yes + scons platform=windows/linux/osx headers_dir=../godot_headers generate_bindings=yes cd .. This step will take a while but at the end of it, you should have static libraries you can compile into your project stored in godot-cpp/bin. @@ -277,4 +277,4 @@ Next steps ---------- Obviously the above is a very basic example just to get you setup but we hope it shows the basics. You can build upon this example to create full fledged scripts to control the nodes in Godot but using C++ as the language. -You should be able to edit and recompile your plugin while the Godot editor remains open and just rerun the project. \ No newline at end of file +You should be able to edit and recompile your plugin while the Godot editor remains open and just rerun the project.