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LateBrake v0.5.60 — Racing Systems Expansion (SOURCE-ONLY Pre-release)

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 archives are not installers; there are no executable assets attached to this pre-release.

New v0.5.60 gameplay-source expansion

The release groups source development after v0.5.46 into one tested source snapshot. Intermediate v0.5.47–v0.5.59 numbers do not each represent a separately published GitHub release.

New player-facing systems

  • Measured driving session dashboard: the real Chaos pawn now records run-local estimated kilometers, peak km/h, braking time, high-side-slip time and distinct BRAKE activations. Data is shown on expanded desktop HUD and reset on explicit race restart. It is advisory, not saved to player profile or used in career scoring.
  • Next-gate route advice: shows direct-line meters and left/right/ straight/turn-around guidance to the NEXT actual scoring checkpoint. It rejects off-road/malformed poses and hides when the race is not ready. Compact mobile display is restricted to near-gate approaches.
  • Rival corner anticipation: independent, finite-checked C++20 policy improves early braking before all four corner waypoints without changing steering calculations, lap awards, or recovery accounting.

Source hardening merged since v0.5.46

  • Full three-axis recovery pose and post-move readiness before fee.
  • Speed-sensitive steering for both handling modes.
  • Verified and rejected rival recovery telemetry.
  • Rejected player restart-grid placements block time and motor force.
  • Paid RECOVER uses the same authoritative restart readiness gate.
  • Restart verification is bound to the actual weak Unreal pawn identity.
  • Corner traction assist and sustained wrong-way HUD guidance.
  • Expanded C++20 portability tests and Unreal-source binding assertions.
  • Documentation and a reproducible authorized UE 5.8 candidate build path.

Verification and remaining prerequisites

GitHub Actions strict standalone C++20 suites run on Windows, Ubuntu and macOS with -Werror / /WX; Editor Python source contracts and synthetic PowerShell packaging negative fixtures also run. A separate pre-release publisher re-runs these against the exact tag candidate before creating a public, immutable source-only release.

This is source validation, not an Unreal Engine 5.8 build. No licensed UE Editor/UHT C++ compilation, genuine cookable original binary map, engine-driven handling test, genuine Win64 EXE, Android APK/AAB, installed physical-device collision session, mobile touch verification or hardware QA was completed by the standard CI.

Before a PLAYABLE release: compile UE 5.8 with an authorized installation; author and cook the real circuit .umap; package and fingerprint both platform candidates; playtest corner handling, new telemetry, next-gate guidance, rival driving, recovery, restart, touch and HUD; attach reproducible evidence to Android qualification issue #13.

License: authored original source BSD-3-Clause. Epic Unreal Engine and its content remain governed by the relevant Epic license.

Pre-release asset count: zero executable binaries.