LateBrake v0.5.95 — Original Circuit Surface and PBR Source Foundation (SOURCE-ONLY pre-release)¶
SOURCE-ONLY experimental GitHub pre-release. NOT a playable game build. No compiled Win64 EXE, Windows installer, Android APK/AAB or installed 3D game is included. GitHub-generated source ZIP/tarball archives are not installers. This pre-release contains zero executable binaries and zero attached game assets.
Immutable source identity¶
This version snapshots the exact reviewed, independently portable-tested unmerged development draft PR #313, not the protected main branch. The draft PR stays open; publication does not merge experimental art or claim that real Unreal Engine 5.8 compiled. The previous immutable source-only milestone is v0.5.94.
The publisher must reauthenticate the same-repository owner-created open draft PR, its exact 40-hex commit SHA, matching release-note bytes and all five independent source qualification jobs. It refuses retagging, wrong previous-release state, missing warning markers, changed main/PR heads, and any attached game assets.
Real Unreal 3D course work since v0.5.94¶
- Add eight original straight-section edge paint lines and 48 narrow braking-zone rubber details on the four existing physical asphalt slabs, not the Win32/GDI standalone 2D Controller Edition.
- Verify the complete physical cube footprint of each of the 56 visual pieces, its height, finite dimensions and batch assignment. A detail cannot create a visually implied road off existing physical asphalt.
- Use one optional holder and two instanced 3D mesh batches, with collisions, overlaps, navigation and decorative shadows disabled. Incomplete decoration creation destroys the holder, not the actual road, four checkpoints, race progression or save state.
- Introduce optional original Unreal Editor-authored PBR material
generation via real UE5.8 Editor Python, with Color, Roughness and
Specular parameters for the genuine runtime material binding.
This source pre-release includes the authoring SCRIPT, not an
actual created/cooked
.uasset, shader, material texture or rendered scene. - Extend real Win64 candidate packaging with
-RequireAuthoredTrackMaterial: reject untracked/modified, symlinked, tiny, missing or unhydrated-LFS material assets. Verify a SHA256-pinned reviewed material before/after Editor and UAT; record the optional digest in the unverified manifest without changing historical candidate schemas.
Portable verification¶
The exact tagged source must pass all of the following before publication: 1. Every strict portable C++20 CTest on Windows, Ubuntu and macOS. 2. All Unreal-source Python binding tests (not UE compilation). 3. PowerShell parsing and synthetic negative build/material/artifact policies. 4. MkDocs build and site navigation verification. 5. Immutable release-source preflight and exact final tag/no-assets audit.
These tests establish source-only arithmetic and build-script contracts. They do not establish actual UE5.8 UHT compilation, renderer appearance, material graph or shader cook success, realistic chassis driving, playable camera/audio, production art, authentic Win64 game packaging or installed QA.
Required before merging or offering an actual 3D Windows preview¶
The four-slab rectangular prototype is still an early approximation, not a realistic curved circuit. Prioritize authentic engine compilation, owned cookable map and material, a real curved collision-backed road, professional original 3D vehicle models, physical handling verification and installed Windows 30/60/120 FPS playtests. Complete gate #148. Draft physics PR #295 and racing-line PR #297 remain separate, unmerged work.
SOURCE-ONLY — NOT a playable game build — zero executable assets. The older cartoon-like V5 2D EXE is NOT part of this 3D release.