LateBrake v0.5.1 — Source Reliability & Circuit Optimization¶
SOURCE-ONLY GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Android APK/AAB or Linux executable is included. GitHub's automatic ZIP and tar.gz downloads contain source code only.
Included source development since v0.5.0¶
Racing and progression integrity¶
- The race clock tracks a personal-best time for each matching checkpoint sector within the current run, signed split deltas and a clearly named theoretical lap (sum of best sector times). This is not an achieved lap record and is not persisted to SaveGame.
- Career launches stage an eligible event and required owned vehicle within a profile checkpoint, save the staged selection before changing the running race, and roll back the staged change when disk save fails.
- Recovery must fully charge its five-second penalty and advance a bounded recovery counter before moving the car. No uncharged teleport when the clock or count cannot accept the operation.
Android touch robustness (engine-unverified)¶
- Touch press ownership tracks all physical fingers, so repeated pressed notifications cannot execute PAUSE, RESTART, RECOVER or menu actions twice during a single continuous press.
- OS foreground/background input-interruption handlers neutralize held driving commands.
- The Android pawn checks viewport dimensions before physics and on touch events. Rotation, resizing or a temporary unavailable viewport clears stale GAS/BRAKE/STEER commands without treating a held finger as a new press. Fresh release-and-repress remains possible.
Prototype track overhead and startup checks¶
- One scenery holder actor with seven instanced-static-mesh groups replaces 93 individual cosmetic actors, keeping original stripe, curb, grandstand and banner placement and leaving collision-bearing road/barrier actors distinct.
- A future real packaged-game startup log must show both the complete 4/4 checkpoint marker and an earlier 7-group/93-instance scenery marker; incomplete, duplicated and incorrect markers are rejected.
- No frame-rate, draw-call or GPU performance improvement is asserted without real hardware measurements.
Regression and documentation work¶
- Dedicated portable C++20 tests for finger press ownership, viewport transitions, career staging and rollback, charged recovery, per-sector timing and instanced decoration geometry; previous suites retained.
- Continued build-preflight and release-evidence integrity checks, with negative PowerShell fixtures that never represent real gameplay.
- Updated README, changelog, engineering status, touch controls, save migration, sector timing, track specification, testing and build docs.
What the release workflow verifies¶
The workflow checks the exact proposed tag commit using CMake/CTest with strict C++20 warnings on GitHub-hosted Windows, Ubuntu and macOS. It also runs PowerShell parser and negative packaging fixtures, and Python syntax/stub tests for Unreal Editor automation.
Passing these tests proves only portable business/racing logic and the specified source/script checks. They do not build or execute Unreal Engine 5.8 gameplay classes, UHT, cooked content or game packages.
Still required before a playable pre-release or stable release¶
- An authorized installation of Unreal Engine 5.8, Unreal Header Tool and a game/editor toolchain, resolving actual UE compile failures.
- A real
/Game/Maps/LatebrakeCircuitlevel authored and saved by Unreal Editor, cooked successfully into a game package. - Verified Win64 game executable and real Android APK (if platform ready), installed and driven on actual supported hardware.
- Checkpoint/lap, camera, physics, collision, menu, garage/career SaveGame, recovery, rotation/touch, scenery materials and render/performance QA.
- Actual device/hardware notes, logs, hashes and permission to distribute any genuine build artifacts. Do not upload invented, renamed or synthetic executable files.
Track engine/playability issue #2, Android qualification issue #13, release/build process, testing checklist, and current engineering status.
Source and licensing¶
This release contains the original project source under BSD-3-Clause. Unreal Engine itself and built-in Engine assets remain subject to Epic's separate terms. No engine source code, Unreal installer or licensed third-party game binaries are redistributed.
When selecting a download, use GitHub's "Source code (zip)" or "Source code (tar.gz)" only for development. These are not installers, EXE packages, APKs or games ready to play.