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LateBrake v0.5.36 — Atomic Time-Penalty Accounting

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

Changes since v0.5.35

  • Atomic race-penalty accounting: The real engine-neutral RaceProgress maintains an allocation-free count and total of successfully committed time penalties. This is not an extra scoring fee. The charged amount is already included in elapsed time, lap time and sector splits.
  • Fail-closed numerical policy: A penalty cannot authorize recovery if its clock increment is undercharged, its audit total is unrepresentable, its clock would overflow or its count saturates. Rejected operations preserve clock, count and total.
  • Visible, honest telemetry: Expanded HUD source shows TIME PENALTIES, the total and ALREADY IN TIME. The results menu also shows this included breakdown without double-counting. Compact Android HUD does not gain an extra dense row.
  • Regression coverage: Real-RaceProgress.cpp TimePenaltyAccountingTests.cpp covers multiple/fractional charges, invalid values, finish, reset, lap/sector semantics, paused recovery rejection and extreme precision. Python source-binding tests check the HUD callsites.
  • Preserved semantics: v0.5.35 focus-loss suspension stays intact. No career credits, checkpoint awards, saved record schemas or engine package identity change.

Source-level verification and limitations

GitHub Actions tests the actual portable C++20 core on Ubuntu, Windows and macOS, Python Editor-source contracts and PowerShell packaging-policy fixtures. A separate source-only pre-release gate retests the pinned revision and checks the prior release, release tag and no-asset policy.

This is NOT evidence of Unreal Engine 5.8 Editor/UHT compilation, a cookable serialized .umap, actual HUD drawing or recovery events on a device, installed Win64 or Android driving or a compiled installer. The pre-release has zero executable assets.

Outstanding playable-build work

  1. Compile UE 5.8 Editor/UHT and real game targets under an authorized engine installation.
  2. Author/cook an authentic /Game/Maps/LatebrakeCircuit and verify directional gates in running Unreal.
  3. Produce real Windows and Android packages; verify source/map identity.
  4. Drive and recover on installed builds: confirm fee totals, the visible already-charged breakdown, pause/focus loss and timed lap/sector behavior.
  5. Attach exact package-bound installed QA evidence to checkpoint qualification #31 and Android qualification #13.

Authored LateBrake C++ is BSD-3-Clause; Epic Unreal Engine and supplied assets follow separate licensing.

Source-only pre-release — zero playable files.