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LateBrake v0.5.88 — Pit Radar, Android PIT HOLD and Six-Car Paint Identities

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-created source ZIP/tarball archives are not installers. This pre-release contains zero executable binaries and is NOT evidence of Unreal Engine 5.8/UHT compilation, cooked maps or installed gameplay.

Source changes since published v0.5.87

PIT RADAR — real pit position, non-authoritative UI

  • The optional expanded desktop north-up radar draws a PIT marker at the exact published south-shoulder RacePitBay world coordinates. It uses the same normalized map transform as the actual player/rival markers; it never computes official track placement, gate progress or race rewards.
  • Portable RacePitRadar C++ tests exercise paved position, gate separation, viewport normalization and invalid-coordinate safety. Unreal-source binding tests assert that this HUD-only code cannot teleport, repair or alter checkpoints.
  • The road and the separate physical service zone are unchanged.

ANDROID PIT HOLD — real Unreal player-pawn mobile input source

  • Add a dedicated, non-overlapping PIT HOLD touch rectangle with the same shared layout used for visible touch HUD rendering and hit testing.
  • Only a fresh, eligible physical finger-down can acquire its independent held-input owner. Dragging out, finger-up, invalid coordinates, malformed duplicate presses, app background, menu/pause, restart, lost controller or viewport rotation/resize cancels the hold.
  • PIT touch makes a request, not a service award. The existing physical RacePitService still checks a real local player, post-GO race, measured bay position, speed at most 120 cm/s, neutral throttle, unheld nitro, actual maintenance need and 2.5 seconds continuous hold. Service keeps existing one-stop-per-entry restrictions.
  • The touch pad can display the true held service progress. Keyboard P and controller Y remain supported.
  • Portable TouchPitHold and expanded TouchControlLayout C++ tests exercise independent finger ownership, invalid IDs and 50,000 press/move/release cycles. Source checks verify actual Unreal pawn/HUD wiring. No Android device, APK or multitouch hardware QA is claimed.

SIX-CAR PAINT — original procedural car identities

  • Existing fictional cars Arrow, Kestrel, Phantom, Tempest, Glider, Nova have source-defined colors SKY BLUE, EMBER ORANGE, ELECTRIC VIOLET, RACING SCARLET, SEA GLASS, SOLAR YELLOW.
  • Pure VehiclePaintRecipe C++ policy gives each fixed garage ID its own bounded body, trim and canopy palette; invalid IDs use the free Arrow palette without implying paid-car ownership.
  • The real Unreal player pawn attempts a Color vector material override on component-owned dynamic instances, created only at actor BeginPlay and reused on garage selection. The expanded garage menu labels paint independently of kit and performance.
  • Rendering caveat: source CI does not establish that Unreal 5.8's built-in primitive parent material exposes a Color vector parameter. If it does not, project-owned parameterized materials and genuine installed Unreal rendering QA are still required. This release is not proof of working colored 3D cars in a playable game.
  • No additional car ownership mask, save fields, purchases, power, physics contacts, collisions, rewards, unlocks or art assets are added. Original kits remain non-colliding engine-primitive geometry.

Prior source gameplay preserved

v0.5.88 retains the previous source policies and warnings: ARCADE TIRE, NITRO BOOST, SLIPSTREAM, RIVAL GRIP, OFF-PAVEMENT TRACTION, BRAKE HEAT, IMPACT DAMAGE, ENGINE HEAT, RIVAL HEAT PACE, VERIFIED GATE GAP, UNREAL PIT SERVICE, MENU INPUT and SIX-CAR BODY KITS. These remain arcade approximations and source integration, not verified Unreal packaged driving or an official leaderboard result.

Publication qualifications

The exact merged main SHA must independently pass complete portable C++20 builds and nonempty CTest suites on Windows, Ubuntu and macOS, including targeted RacePitService, RacePitVehicleService, VehicleBodyKit, RacePitRadar, TouchPitHold, TouchControlLayout and VehiclePaintRecipe targets. Unreal source-only Python contracts, PowerShell packaging/provenance synthetic rejection tests and documentation rendering must pass, too.

The publisher must verify the earlier v0.5.87 is published, non-draft, prerelease and asset-free. It must refuse a stale main SHA, an existing v0.5.88 tag pointing elsewhere, missing source warnings, failed/absent tests and executable release attachments.

Required for a genuine installed racing game

  • Licensed Unreal Engine 5.8 Editor/UHT/Game compilation, original authored and cooked circuit, verified Win64 package and installer.
  • Real on-device/Windows inspection of paint materials, six car silhouettes, PIT radar, physical pit placement and actual Android multitouch release/focus/rotation. Test full race laps, controller, menus, saves, physics contacts and acceptable frame performance.
  • Keep playable-release gate #148, Android hardware gate #13 and production UI gate #236 open without installed QA evidence.

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

LateBrake authored source is BSD-3-Clause; the licensed Unreal Engine and third-party dependencies remain subject to their own licenses.