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LateBrake v0.5.84 — Off-Pavement Arcade Traction

SOURCE-ONLY GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Android APK/AAB or installed game is included. GitHub-generated source archives are not installers. This snapshot has zero executable binaries, is not an Unreal Engine 5.8 packaged game and does not constitute verified gameplay.

Changes since v0.5.83

OFF-PAVEMENT TRACTION — measured circuit surface response

  • The actual shared player/rival physical chassis reads its own GetActorLocation() XY coordinates after circuit readiness, valid race start, live Chaos body and finite-velocity checks, and classifies its position against the original four-strip IsOnPavedSurface track geometry. This is not a tire contact sensor, a material query, wheel friction or another fake map.
  • 0.15 seconds continuously off pavement confirms a lower-grip arcade response; 0.20 seconds continuously on pavement restores baseline handling. Transient edge crossings cannot flicker force values every tick.
  • Confirmed off-pavement driving applies 78% of the existing forward motor, already-bounded human NITRO BOOST force and qualified SLIPSTREAM force, and 72% of existing lateral damping. The original ARCADE TIRE temperature/wear multiplier remains applied; frame-stable resistance safeguards and official speed cap remain. On road, motor and lateral scales are exactly 100%.
  • Finite-frame sampling and physically plausible world coordinates are mandatory. Invalid physics, pause/menu/focus interruption, restart, recovery and teleport must not reuse stale surface state or grant a fabricated motor boost.
  • Expanded desktop HUD can show confirmed OFF-PAVEMENT TRACTION and the active motor/grip multipliers while protecting compact/mobile controls and authoritative lap timing. Existing off-track directional guidance remains independent.
  • No steering commands, race gate checks, lap timing, AI routing, career credits, rewards, record saves or official classification are changed by the surface policy.
  • Surface traction source and real driving QA.

Previously qualified racing features preserved

  • RIVAL GRIP source-level AI corner-entry pacing continues to use sampled tire grip and chassis slip; player-aware traffic braking and the separate brake holds retain their precedence.
  • Existing run-local ARCADE TIRE, recharge-limited human NITRO BOOST, geometry-verified SLIPSTREAM and capped combined force bonus remain.
  • The shared pavement multiplier applies to all three motor paths, so human nitro or drafting cannot bypass reduced off-road force.

Independent qualification

The publisher must compile and run all standalone C++20 tests on Windows, Ubuntu and macOS at one qualified immutable main commit. It additionally runs nonempty, fail-closed selected tests for ArcadeSurfaceTraction, RivalGripPace, ArcadeTireCondition, ArcadeNitroBoost, SlipstreamDraftBoost and ArcadeBoostArbitration. The surface suite includes authored pavement boundaries, boundary chatter, invalid samples and 250,000 deterministic numerical frames.

Python Unreal-source contracts require actual shared pawn integration and force ordering, while independent PowerShell negative packaging fixtures and MkDocs site verification are also mandatory. None of these tools execute the actual licensed Unreal runtime.

The release action verifies that v0.5.83 is already a published, asset-free source pre-release, refuses tag drift, rejects a main commit change during qualification, and creates only the immutable source tag and pre-release with zero executable binaries.

Remaining playable-game requirements

  1. Compile licensed Unreal Engine 5.8/UHT, Editor and Game targets and cook the project-owned physical circuit.
  2. Qualify real collision and pavement transitions in installed Win64 sessions at variable frame rates, with steering recovery and brake authority. Test both the player and autonomous rival.
  3. Test nitro/draft blending, physical edge crossing, 3-lap timing, genuine rivals, pause, restart, saves and off-road recovery with runtime logs, build hashes and observer results.
  4. Produce authentic, provenance-verified Windows and Android candidates, and repeat physical Android control/device testing.
  5. Keep playable qualification #148 and Android hardware gate #13 open until physical evidence is recorded.

SOURCE-ONLY — NOT a playable game build — zero executable binaries. Source archives are not installers.

The LateBrake source is BSD-3-Clause; Unreal Engine and any separately licensed content retain their respective terms.