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LateBrake v0.5.37 — Per-Lap Penalty Attribution

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 v0.5.36

  • Honest lap penalty attribution: The engine-neutral RaceProgress tracks what portion of already-paid time penalties occurred on the current lap and on the last completed lap. The original event total, official elapsed time, sector timing and lap record semantics stay unchanged.
  • Ordered boundary only: A new last-lap penalty snapshot is taken only when the actual final checkpoint for that lap is accepted. Partial sectors cannot reset it. The next lap begins with zero current-lap fees, even if older laps incurred recovery penalties.
  • Useful HUD feedback: In the expanded source HUD, THIS LAP PENALTIES appears only after a positive charge in the unfinished lap; results menu shows Final lap penalties included where appropriate. The labels explicitly say the fees are included in lap/race time, not new fees.
  • New regression gate: Portable LapPenaltyAttributionTests.cpp links the actual RaceProgress.cpp to verify multi-lap attribution, penalty-free laps, multiple fees, malformed/rejected attempts, completed races, resets and one-sector races. Python source contracts verify HUD callsites.
  • Compatibility: Existing v0.5.36 atomic total accounting and v0.5.35 focus-loss suspension remain intact. No additional persistent profile fields, rewards or assets are introduced.

Source-only verification, not an Unreal build

GitHub Actions validates C++20 portable code on Ubuntu, macOS and Windows, Python source bindings, and PowerShell source/package policy fixtures. The separate publisher checks the immutable commit, specific LapPenaltyAttribution CTest, predecessor release and asset-free source release conditions.

These tests do not establish Unreal Engine 5.8 UHT/Editor compilation, genuine .umap cooking, installed Win64/Android racing, real HUD drawing or a playable downloadable build. The published pre-release has zero executable assets.

Remaining genuine-build requirements

  1. Use an authorized UE 5.8 installation to compile real editor and game targets.
  2. Generate/save/cook a real circuit map, then instrument directional gate gameplay.
  3. Produce and verify actual Windows and Android packages, source and map hashes.
  4. Test penalty attribution while recovering before and after checkpoint lap boundaries, including pause/focus-loss and actual HUD behavior.
  5. Attach package-bound installed QA evidence to checkpoint qualification #31 and Android qualification #13.

Author-created LateBrake source is BSD-3-Clause; Epic Unreal Engine and its supplied assets have their own licenses.

Source-only pre-release — zero playable files.