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LateBrake v0.5.5 — Race Finish Insights & Timed-Lap Consistency

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 auto-generated source ZIP/tar.gz archives contain uncompiled source, not installers.

Changes since v0.5.4

  • Player-facing finished-race scorecard: New FinishedRaceInsights.h calculates the actual best and last recorded timed lap, theoretical best lap formed from this run's best valid sectors, and the gap between the achieved best lap and that theoretical value. Finished results appear in the existing prototype Results menu and, where space allows, the finished-race HUD. Theoretical values are not falsely described as real achieved records.
  • Truthful lap consistency: A finished three-lap race shows the time difference between its fastest and slowest valid timed lap only if at least two positive, finite measured laps exist. A one-lap time attack or a race involving only one timed lap must not invent a comparative spread.
  • Bounded recent timed-lap history: The new engine-independent, allocation-free RecentTimedLaps.h keeps the most recent eight genuine positive finite lap durations with their actual completed-lap indices. Old laps are dropped deterministically when capacity is reached. Recovery, restart and fresh sessions never expose stale history; invalid and zero-duration values are ignored.
  • Final-vs-previous lap pace: The scorecard can show a signed time delta between the two most recent genuinely timed laps; negative means faster, positive means slower. The comparison stays hidden when there is no previous valid timed lap.
  • Strict recordability and no gameplay side effects: All results are calculated from the actual C++20 RaceProgress source, with the existing seven-day finished-record/award policy. This milestone does not change checkpoint geometry, finish/recovery rules, SaveGame formats, awarded credits, medals, rival behavior, or third-party service integration.
  • New C++ sources and tests: Added a header-only bounded lap-history class and a strict cross-platform regression executable; extended real RaceProgress finish-insights tests for two-/three-lap ordering, time attack, reset, zero-duration finishes, last-vs-previous signed delta, and invalid clock limits. Updated HUD C++, CMake, README, changelog, test guidance, status and roadmap.

Source-only checks

A distinct v0.5.5 publisher must re-run strict C++20 CMake/CTest on Windows, Ubuntu and macOS and explicitly compile latebrake_finished_race_insights_tests and latebrake_recent_timed_laps_tests. PowerShell packaging-policy negative checks, PowerShell script parsing and Unreal editor automation Python syntax/stub tests are separate required gates. The immutable main commit is tagged only after all gates pass, and the workflow refuses to move an existing tag or attach unverified executable assets.

Portable tests do not compile Unreal gameplay classes, verify a real UE 5.8 UHT/editor build, create or cook the missing original project .umap, execute the HUD in PIE, or measure mobile controls and graphics on installed devices. No Win64/Android executable binaries are provided. Real engine integration is still unverified.

Real playable release blockers

  • Install and license UE 5.8, compile the actual LatebrakeEditor and game C++ targets, and author/cook a genuine /Game/Maps/LatebrakeCircuit level.
  • Build, install and drive real Win64 and Android game candidates. Compare displayed best, latest, previous, theoretical, consistency and signed deltas against manual race logs on one-lap and three-lap events.
  • Test results-menu/compact HUD readability, save/restart isolation, career rewards, frame times, recovery penalties and Android lifecycle interruption on real supported devices.
  • Record engine/toolchain/device identity, commit SHA, build logs, artifact hashes, actual race results and known problems in playability issue #2, Android issue #13, and checkpoint acceptance issue #31. These remain open.

License and downloads

LateBrake's original source is BSD-3-Clause; Unreal Engine and its content remain under Epic licensing. Download Source code (zip) or Source code (tar.gz) only as a developer snapshot. Source archives are not playable games.