LateBrake v0.5.89 — Racing Instruments, Six-Car Garage, Matched Rival Splits and AI Difficulty¶
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 source ZIP/tarball archives are not installers and contain zero executable binaries. This milestone is source-level development and does NOT prove Unreal Engine 5.8/UHT compilation, cookable project maps, rendered car materials, installed Windows gameplay or Android QA.
Source improvements since published v0.5.88¶
GATE PROGRESS: discrete real-race HUD gauge — PR #261¶
- The expanded desktop race instruments show accepted checkpoint/lap
progress as GATES completed/total with a bounded fraction. Only
player-authoritative
RaceProgresscheckpoint counters are used. - Real checkpoint collisions/physical running, record qualification and finish classification remain unchanged. It does not pretend to be a continuous physical distance indicator or a leaderboard.
- Targeted C++20
RaceGateProgressGaugeand Python source-binding tests reject bad counters, invalid/unfinished boundaries and overflow.
GARAGE COMPARISON: six original fictional cars — PR #262¶
- Every existing Arrow/Kestrel/Phantom/Tempest/Glider/Nova catalogue row now includes a signed relative comparison against the equipped car for arcade acceleration, grip and speed multipliers, not measured 0–100 km/h performance. Locked cars remain read-only previews.
- The next engine/grip upgrade tier displays its exact established
GarageStatecost, affordability, shortage or MAX indication. - Existing two-press purchase confirmation, SaveGame rollback, vehicle ownership and credit authority remain untouched.
- Qualified targets:
GarageComparisonView,GarageCatalogView.
RIVAL SPLITS: accepted same-lap/same-gate time — PR #263¶
- The local rival and human car may present
SPLIT L1 G2: RIVAL +2.00s (NOT PLACE)after both have physically passed the same forward directional gate for the same lap. - A fixed-memory, 32-sample-per-driver ring protects against crossed attempts, stale ring slots, reversed timestamps and malformed samples. Uses a shared post-GO timing source without artificial player recovery penalties for the observation only; official Race clock and penalties are unchanged.
- These are retrospective gate timestamps, not live vehicle position, official standings, opponent track distance or network race results.
- Qualified target:
RivalMatchedGateSplits.
RIVAL DIFFICULTY: Rookie, Standard, Expert quick race — PR #264¶
- Reuse existing BROWSE/N (keyboard, gamepad D-pad right and mobile menu Browse) to select the next Quick Race local rival tier. Changing a pending selection never retunes a running race.
- ROOKIE reduces physical rival planner throttle, STANDARD preserves the original tuning, EXPERT slightly increases planned acceleration on eligible moderate-speed straights only.
- Career always retains STANDARD regardless of Quick Race selection. Existing tire/road/traffic/heat/yaw/spin governors and accepted checkpoint rules still override the difficulty policy as necessary.
- No new SaveGame fields, event rewards or server multiplayer.
- Qualified target:
RivalDifficultyPreset.
Retained earlier source policies¶
All v0.5.88 source policies are retained: 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,
SIX-CAR BODY KITS, PIT RADAR, ANDROID PIT HOLD and
SIX-CAR PAINT. A conventional dynamic mesh Color material
parameter remains unverified in Unreal Editor.
Mandatory immutable source publication checks¶
The v0.5.89 publisher must build and pass the complete C++20 CTest
suite on Windows, Ubuntu and macOS, and individually require
RaceGateProgressGauge, GarageComparisonView,
RivalMatchedGateSplits, RivalDifficultyPreset plus the prior
physical-pit, Android-touch and six-car paint targets to exist/pass.
The previous v0.5.88 gameplay policy targets are individually
required as well: RacePitService, RacePitVehicleService,
VehicleBodyKit, RacePitRadar, TouchPitHold,
TouchControlLayout and VehiclePaintRecipe. Their exact CTest names
are audited before any source-only publication.
Python Unreal-source binding tests, real documentation rendering,
PowerShell syntax and synthetic packaging/provenance rejection tests
must pass. The release requires an unchanged, CI-qualified main SHA,
published asset-free v0.5.88 predecessor and immutable v0.5.89 tag.
The source code license remains BSD-3-Clause; Unreal and any underlying engine assets have their own terms.
What is not in this release¶
- No compiled Win64 EXE, Windows setup installer, macOS/Linux executable, Android APK/AAB or tested installed game.
- No proven licensed UE 5.8 Editor/UHT/Game compilation, original cooked
circuit
.umap, controller/touch hardware testing or GPU performance. - No mature 3D art, online match invitations or official rival race results.
The GitHub Pages documentation site is a documentation deployment, not game software or an executable release.
SOURCE-ONLY — NOT a playable game build — zero executable binaries. GitHub source archives are not installers.
See Windows playable-release gate #148 and Android hardware qualification gate #13.