ClimbStamina
Climbing drains a shared stamina pool for both hands - hang too long and your grip gives out. Configurable drain and regen rates, exhaustion lockout, and a clean rounded stamina bar in the headset.
By LabEnhanced
CHANGELOG
Changelog
1.3.0
- Panic grab: catching a climbable surface mid-fall (4+ m/s downward by default) costs an instant 20% stamina, briefly raises drain while your grip steadies, and fires a hard haptic thump on the catching hand. Three new BoneMenu settings: Panic Grab, Panic Fall Speed, Panic Stamina Cost %.
- New package icon.
1.2.1
- Removed the EXHAUSTED and Ready-to-climb popup notifications - the HUD label and haptics carry those moments.
1.2.0
- Controller haptics: a continuous danger curve below 35% stamina — pulses grow smoothly stronger and closer together as the bar empties, only on hands that are actually climbing, plus one strong release pulse when grip gives out.
- New BoneMenu settings: Haptic Feedback (on/off) and Haptic Strength (0–2).
1.1.6
- Initial public release.
- Climbing stamina system with a shared pool for both hands: one-hand and two-hand drain rates, ascending multiplier, optional avatar strength scaling.
- Exhaustion: forced release of both hands and a climbing block until the bar refills to a configurable percent (default 100%).
- World-space rounded stamina bar with outline, low-stamina glow, and wall-aware placement.
- BoneMenu settings page; all values adjustable live in-game.