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LateBrake v0.5.6 — Circuit Collision Startup & Runtime Evidence

SOURCE-ONLY 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 sources, not installers.

Changes since v0.5.5

  • New portable C++ collision layout: CircuitCollisionPlan.h defines the original nine collision-bearing ground/road/barrier block transforms, preserving their world-space centimetre positions, scales, material group and circuit route geometry. Unreal GameMode spawns them from this plan, avoiding two independent sets of hardcoded placements.
  • Fail-closed startup audit: CircuitStartupAudit.h requires exactly nine successful collision block actor spawns, four uniquely indexed checkpoints and seven groups containing 93 instanced scenery pieces. Missing, duplicate or incomplete source-level creations block the LATEBRAKE_STARTUP_READY marker and race checkpoint awards, even if all four checkpoint actors happen to exist.
  • GameMode C++ source integration: LatebrakeRaceGameMode.cpp/.h adds local bCircuitReady, tracks block spawns and emits explicit LATEBRAKE_GEOMETRY_READY collision=9/9 or LATEBRAKE_GEOMETRY_INCOMPLETE diagnostics. This does not prove physical collisions actually worked.
  • Strict runtime marker parser: Verify-RuntimeStartupLog.ps1 requires exactly one, correctly ordered scene, collision and gate startup marker for LatebrakeCircuit, with no *_BLOCKED/*_INCOMPLETE reports. Test-PackagingPolicy.ps1 adds disposable synthetic positive-grammar and negative abuse cases; synthetic log text is not actual engine evidence.
  • Portable regression C++: CircuitCollisionPlanTests.cpp and CircuitStartupAuditTests.cpp link to the real shared headers and test invalid geometry indices, ground/road/barrier alignment, failed spawns, duplicate checkpoints, incorrect marker-count requirements and incomplete scenery.
  • Documentation: Added a startup-audit source/acceptance guide and refreshed README, status, test plan, build guide, roadmap and changelog.

Source-only release checks

The publishing workflow re-runs strict C++20 CMake/CTest on Windows, Ubuntu and macOS, explicitly builds both new latebrake_CircuitCollisionPlan_tests and latebrake_CircuitStartupAudit_tests, verifies PowerShell syntax and hostile invalid-package fixtures, and checks Python Unreal-editor script stubs. It tags only the exact checked main SHA, refuses to move tags and attaches no unverified executables.

Not done: real licensed Unreal Engine 5.8 Editor/UHT or game C++ compilation, authored/saved/cooked /Game/Maps/LatebrakeCircuit level, installed Windows or Android build, actual rendered collision, lap gameplay, car controls, lifecycle performance or device QA. Portable source tests and synthetic logs cannot qualify a playable game.

Required installed game acceptance

  • Compile UHT/editor/game targets on an authorized UE 5.8 Windows build system and save/cook the actual project map.
  • Produce genuine Win64/Android candidates through existing scripts/Build-PlayableCandidate.ps1; record source SHA, engine version, candidate manifest and SHA-256 hashes.
  • Observe real vehicle contact against the ground, each of four road sections and barriers while testing checkpoints, restart and recovery.
  • Capture a genuine runtime log with, in order: LATEBRAKE_SCENERY_READY groups=7 instances=93 collision=off, LATEBRAKE_GEOMETRY_READY collision=9/9, then LATEBRAKE_STARTUP_READY ... checkpoints=4/4.
  • Qualify installed gameplay and Android input through checkpoint QA issue #31 and Android hardware issue #13. The startup verifier only parses text and cannot independently authenticate a real Unreal process.

Original LateBrake source remains BSD-3-Clause. Epic Unreal Engine tools and built-in content are separately licensed. No real Win64 EXE or Android APK/AAB can be distributed from these GitHub-hosted portable source checks.