LateBrake v0.5.4 — Bounded Checkpoint QA & Offline Log Inspection¶
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-generated source ZIP/tar.gz archives are developer source code, not installers.
What's new since v0.5.3¶
- Fixed-memory checkpoint QA counters:
GateDiagnosticCounterstracks first valid crossing, incorrect direction, long discontinuities, lane/height misses, recovery-generation rebases and invalid samples. Saturating 32-bit arithmetic prevents wraparound even in long QA sessions, and snapshots can be merged/reset without dynamic allocation. - Bounded ten-second diagnostic windows: The new portable
GateDiagnosticWindowclamps a frame hitch to one second and ignores nonfinite, negative and zero frame-clock increments so a malformed physics tick cannot prematurely open a new diagnostic window. Precise per-frame world position is not collected. - Opt-in developer summary logs: In non-shipping UE C++ source,
latebrake.CheckpointDiagnostics 0stays silent by default; mode1emits selected local event/rejection transitions; mode2uses periodic per-checkpoint summaries instead of per-frame logs. Modes and player changes reset pending windows. Unreal Engine 5.8 has not compiled or runtime-tested this integration. - Local log report parser:
python3 scripts/AnalyzeCheckpointQA.py path/to/Latebrake.log --require-all-gatesparses previously captured log text into deterministic per-gate JSON counts. It rejects malformed, missing, overflowed, impossible and out-of-range summaries; its outputs explicitly say that source authenticity and gameplay have not been verified. No network transmission, downloaded data or invented device evidence is involved. - Regression tests and documentation: Added C++20 GateDiagnosticCounters and GateDiagnosticWindow targets, Python positive/negative parser fixtures, and updated README, release history, current engineering state and QA evidence guide. Corrected the published checkpoint acceptance issue to reflect bounded swept crossings.
Cross-platform source verification¶
Release publication requires successful CMake compilation and CTest execution with strict compiler warnings on Windows, Ubuntu and macOS. It specifically builds latebrake_GateDiagnosticCounters_tests and latebrake_GateDiagnosticWindow_tests, in addition to the existing checkpoint scoring tests. The release workflow also checks PowerShell packaging-policy negatives and syntax and runs Python Unreal-editor stubs and the offline parser tests. All must pass at the exact version-tagged main SHA before publication.
This is verification of portable C++20 code, static PowerShell and synthetic Python fixtures only. GitHub-hosted CI cannot verify UHT/Unreal Editor, a saved/cooked .umap, actual rendered track, real race controls, mobile devices, Windows/Android packaged game executables, or performance. These claims require separately licensed engine build/test machines and observed installed gameplay.
Real-game acceptance still pending¶
- Compile the actual Unreal Engine 5.8 editor, UHT and game targets, then author and cook the authentic
/Game/Maps/LatebrakeCircuitlevel. - Generate genuine Win64 and Android package candidates; record toolchain, source commit SHA, actual archive hashes and complete build logs.
- Playtest all checkpoint directions, ordered laps, checkpoint skips, recovery/restarts, save rollback, gamepad and touch controls at 30/60 FPS and simulated frame hitches.
- Test diagnostic modes 0/1/2, local summary accuracy, CPU/log overhead and reset behavior. Capture real device evidence; do not treat passing log parsing as proof of gameplay.
- Keep playable release qualification, Android test gate, and checkpoint acceptance gate open until genuine evidence exists.
License and downloads¶
Original LateBrake source is BSD-3-Clause; Unreal Engine assets, tools and binaries are subject to Epic's separate licensing. Source code downloads are not playable. No EXE/APK/AAB is distributed in this source-only pre-release.