Skip to content

LateBrake v0.5.3 — Checkpoint Diagnostics & Local QA Instrumentation

SOURCE-ONLY GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Android APK/AAB or Linux executable is included. The auto-generated source ZIP/tar.gz archives contain source code only, not installers.

What's changed since v0.5.2

  • Added allocation-free, portable C++20 EvaluateCircuitGatePlane API that classifies the first failing reason for a checkpoint attempt: invalid checkpoint, malformed coordinates, nonfinite velocity, stationary/wrong-way speed, overlong 3D movement, missing forward plane crossing, lane miss or excess height. Only the Crossed decision awards progress.
  • The engine-facing CrossesCircuitGatePlane bool API is preserved as an exact wrapper, so existing valid-direction, lane/height and 1,200 cm frame-displacement constraints are not loosened.
  • Added detailed motion tracing to distinguish first position baselines, intentionally repositioned recovery/restart teleport generations, invalid positions, true crossings and geometry rejection. The pre-existing bool CheckpointMotionTrace::Sample is retained for source compatibility.
  • Added a default-OFF non-shipping Unreal console variable, latebrake.CheckpointDiagnostics 1, to write local event logs for accepted crossings, teleport rebases, invalid positions, and selected rejection reason transitions. Shipping builds exclude this opt-in instrumentation. No network endpoint or background data transfer was added.
  • Corrected an earlier omitted test registration: GateDiagnosticTests.cpp is now an actual CMake/CTest target, exercises all four directional gates, low-FPS bounded sweeps, wrong-way/missed lanes/heights, teleport/restart protection and gameplay-bool parity.
  • Synced README, CHANGELOG, STATUS, roadmap, and development diagnostics guide to the published v0.5.2 source preview and the new v0.5.3 source milestone.

Source-level verification

The release workflow must succeed on the exact tagged revision, with strict C++20 CMake/CTest suites on Windows, Ubuntu and macOS, and must explicitly build the new latebrake_GateDiagnostic_tests executable so accidental omission cannot pass. It also checks PowerShell syntax and negative packaging fixtures, plus Unreal Editor Python automation syntax and stub-only tests.

These are not Unreal Engine game binaries or gameplay tests. The new Unreal C++ log call sites and console switch have not been compiled via UE 5.8 Editor/UHT or exercised on installed hardware. The console command is provisional until verified with a licensed Unreal build.

Still outstanding before any playable build

  • Real Unreal Engine 5.8 Editor, Unreal Header Tool, C++ module and game target compilation.
  • A saved original /Game/Maps/LatebrakeCircuit Unreal level that cooks and packages.
  • Genuine executable Win64/Android releases with artifact hashes, on-device install/run QA, lap/checkpoint/camera/physics and restart/recovery regression testing.
  • Explicit QA of opt-in diagnostic console behavior, baseline/recovery logs, frame hitches at 30/60 FPS, Android input rotation/loss, and acceptable log overhead.
  • Device/build/toolchain evidence for playability, Android controls, and checkpoint plane QA. Leave qualification tasks open until verified.

License, source and downloads

Original LateBrake source is BSD-3-Clause. Unreal Engine and built-in content require separate Epic license compliance. Download Source code (zip) or Source code (tar.gz) only as developer snapshots. No Windows installer/EXE, Android APK/AAB or Linux game package is provided. Never treat source archives as playable assets.