Build numbers in application title

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So to have build numbers in the application, I used to change the LUMBERYARD_VERSION inside dev/waf_brach_spec.py, however this triggers a full rebuild for the whole solution.

Does anyone of you have a better idea on how to have an iterating build number to identify which version you are on currently?

asked 7 years ago162 views
6 Answers
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Accepted Answer

Hey @REDACTEDUSER

Because the build number is tied to the .exe, you will have to rebuild in order to see the number change in the title bar. You can continue to update the build in the waf_branch_spec.py file, or some other options might be to set it in the WAF/user_settings.options file, or via command line when you are building.

Sorry this slows down your iteration times, it's something I can put in as a request for a better solution though.

answered 7 years ago
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Hey @REDACTEDUSER

answered 7 years ago
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Best explained with an image (dont mind my photoshop skills):

REMOVEDUPLOAD

So I would like to have a trailing build number in the title bar of the launched game. I was able to achieve this with editing the Version in the waf_brach_spec.py file. However, this made a full rebuild of the game necessary which is not great for CI (because even with IncrediBuild, full rebuilds are quite time consuming).

Is there a better way to get a trailing build number in the title bar, so I can track which build I get from the CI system?

answered 7 years ago
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Hey @REDACTEDUSER

Just wanted to get more clarification on what you were trying to accomplish.

Are you trying to adjust the build number that displays on the splash/loading image for Lumberyard when you first launch the Editor? Just the title bar specifically? Or all locations where the build number would be displayed in the Editor?

answered 7 years ago
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Hey @REDACTEDUSER

Don't worry, we won't judge your programmer art, but thank you for the example and clarification. Let me find out if there is a different way to achieve this aside from the waf_branch_spec.py file.

answered 7 years ago
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I thought about putting it int he usersettings file, but it would just simply put the latest change list number into that file (or the build number of the build system), but that does not mean that there was a new build.

We revert unchanged files in perforce, before we submit it, to make sure it is actually a new Editor.exe and a new GameLauncher.exe. And only then we submit. However we would always commit something then (the change of the build number) but the executables didnt change and were reverted.

Tl;dr: Build numbers in a text file dont work for us :(

Thanks for clarification, we have to see how we adapt to that!

answered 7 years ago

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