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LateBrake v0.5.17 — Live Racing Pace Projection

SOURCE-ONLY GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Android APK/AAB, or installed racing game is included. GitHub's source ZIP and tar.gz archives are project source, not installers.

Player-visible source changes since v0.5.16

  • Estimated race finish on the HUD: After a real positive timed lap, the expanded race HUD shows the recent reference lap pace and an estimated total race finish time in seconds, not just elapsed time.
  • Actual observed lap history: The underlying portable LiveRacePaceProjection uses only up to three recent measured laps from the same RaceProgress engine that awards authoritative checkpoints.
  • Fail-closed output: Before the first valid lap, after authoritative finish, on restart, for impossible/invalid clocks, or when future duration exceeds the game's time-record limit, no estimate is shown.
  • Current-lap safety: The estimate cannot imply a finish earlier than the current elapsed race clock even when the in-progress lap is slower than its recent reference.
  • Strict portable tests: New LiveRacePaceProjectionTests.cpp compiles with the real RaceProgress.cpp on three desktop CI platforms and checks sample limits, zero/finished laps, slow pace, restart, and invalid durations.

What the automated release checks

A separate main-only pre-release workflow compiles and tests standalone C++20 on Windows, Ubuntu and macOS (including the new pace projection target), runs negative package-policy and PowerShell syntax checks, and exercises Python Unreal Editor automation stubs. It requires an already published v0.5.16 GitHub pre-release and rejects any tag rewrite or a newer, untested main commit.

This is NOT a playable game build. Licensed Unreal Engine 5.8 Editor/UHT/game compilation, a real authored/cooked map, working physical Win64/Android installable packages, correct HUD rendering, and actual driving/phone input and frame-time tests are still UNVERIFIED. A predicted finish clock is a UI hint, NOT an official recorded result, career payout, or leaderboard claim. Release assets intentionally contain zero playable executables.

Still required

  1. Author and cook the real circuit map in the legitimate Unreal 5.8 Editor, compile game/editor targets, and package genuine Win64 and Android candidates.
  2. Install both builds and verify measured lap timings against the displayed forecast, including pause, recovery, event selection, and finish behavior.
  3. Log device and gameplay evidence in checkpoint QA issue #31 and Android QA issue #13.
  4. Publish playable assets only after the separate real-game QA and candidate identity checks have passed.

Original LateBrake source license: BSD-3-Clause. Unreal Engine components and supplied assets remain subject to Epic's separate license.