Zephyrfit-Grappling icon

Grappling

Valheim grappling hook with crossbow aiming, gravity-driven swinging, continuous anchor transfers, hold-to-climb and hold-to-rappel controls.

CHANGELOG

Changelog

0.1.8

  • Double the default rope payout speed from 3 to 6 m/s for both short E rappel steps and held E descent.
  • Migrate the previous 3 m/s default once; preserve other custom values and subsequent edits. Keep the fixed 20% rappel distance and native gravity.
  • Restore the author signature, Discord contact, support information and project link in the public presentation.

0.1.7

  • Attach the visible chain outlet to the rendered crossbow using the native outlet offset, instead of leaving it in the wrist frame during shoulder aiming.
  • Refresh the chain after final weapon posing, retaining cable bends and the native projectile-side attachment offset.
  • Preserve the aiming posture and existing control bindings from 0.1.6.
  • Increase the departure and jump-climb defaults to 5 m/s, with an 8 m/s inward assistance ceiling. Migrate the previous 2.5 m/s defaults once while retaining other custom values.
  • Take up slack on deliberate held ascent and use a separate 50 m/s² active pull limit; retain 35 m/s² passive tension.
  • Pause rope shortening at body contacts without disarming the held climb, allowing bounded upward pull along the surface and automatic resumption when clear.
  • Add an optional, stamina-costed jump assist near reachable ledges after checking upward clearance and standing room. Keep gravity, body collisions, carried momentum and the current anchor.

0.1.6 - TEST

  • Cache weapon-to-barrel and wrist-to-weapon calibration before posing, preventing aim IK from feeding its modified rotations back into the next frame.
  • Align the model after normal camera/animation updates using that fixed calibration, and restore its original local rotation on exit.
  • Set aimed roll to zero for the native model's horizontal limbs. Migrate the previous 90-degree default once; preserve other custom values and subsequent adjustments.
  • Add a small one-time departure boost toward a higher first anchor from the ground and a held-Space climb boost shortly after a jump.
  • Bound the boosts, preserve faster existing momentum, and prevent stacking through continuous holds or rapid presses. Keep gravity, collisions and passive swinging active.
  • Expose GroundDepartureBoost and JumpClimbBoost, both defaulting to 2.5 m/s and independently disableable.

0.1.5 - TEST

  • Make held E pay out rope until release, opposite to held Space reeling in. Keep short E for fixed rappel steps.
  • Pause winching when both opposing holds are active.
  • Remove fixed-height suspension and the global counter-gravity motor. Use bounded inward tension only, leaving gravity and tangential motion active.
  • Lock rope length on release without shortening slack or freezing the character's altitude.
  • Add numeric pendulum and slack-rope free-fall regression checks.
  • Replace legacy suspension damping with optional SwingDamping, defaulting to zero; preserve existing configuration files.
  • Add a 90-degree aimed weapon roll and enforce the actual equipment orientation after animation, restoring its original local rotation on release.
  • Label the passive attached state as Attached rather than Suspended.

0.1.4 - TEST

  • Add held Jump/Space as a second ascent control while attached, alongside E.
  • Keep short Space presses for native jumping only; rappel steps remain on short E presses.
  • Preserve the Space hold timer across a native ground jump and require a fresh press after an anchor transfer or ascent stop.
  • Add the configurable JumpHoldClimbs option, enabled by default.

0.1.3 - TEST

  • Move rope commands to E/Use: hold to climb and tap for a rappel step. Preserve ordinary Space jumping and dodge inputs.
  • Let a native jump follow its normal arc while the rope is slack, without suspension immediately braking the jump.
  • Migrate the previous default Jump rope binding once; preserve custom shortcuts and game actions.
  • Prioritize rope commands over interaction while attached; keep ordinary interaction when unattached.
  • Use the native HUD crosshair position and launch queued shots after the camera's LateUpdate.
  • Remove the extra crosshair and the red invalid-target dash. Keep only a green distance for reachable surfaces.
  • Compensate empty-reticle shots toward a reachable point along the reticle ray while preserving projectile gravity.
  • Calibrate the aiming wrist against the actual left-hand crossbow model axis.

0.1.2 - TEST

  • Hide the idle Ready label and show only the target distance in green while aiming at a reachable surface.
  • Add a blended two-hand shoulder aiming pose with hand position and wrist orientation control.
  • Align shots with the camera crosshair using launch-angle compensation for native fixed-step projectile gravity.
  • Place anchors at the actual surface impact instead of the native one-metre spawn offset.
  • Keep anchors attached on ground contact, above-anchor crossings, cable obstructions and temporary rope-length overshoot.
  • Add cable contact bends that redirect tension without bypassing character collisions.
  • Commit a transfer only after the new native anchor is active and owned; retain the previous anchor on activation failure.
  • Keep right mouse for aiming, left mouse for firing and middle mouse for release. Transfers use the ordinary shot stamina cost.

0.1.1 - TEST

  • Use the supplied Nordic grappling crossbow artwork as the package icon.
  • Add an animated aiming posture while holding right mouse.
  • Make left mouse fire in both free and attached states, preserving the active anchor until a replacement connects.
  • Make middle mouse release the anchor and cancel the projectile in flight.
  • Change Jump to hold-to-climb, with suspension on release.
  • Change short Jump presses to rappel steps of 20% of the distance measured at attachment. Repeated presses add equal steps, bounded by the rope limit.
  • Add configurable rappel step size and reference distance, plus separate release bindings.

0.1.0 - TEST

  • Add immediate firing with a separate automatic reload and projectile flight cycle.
  • Add tap-to-climb, hold-to-descend and stationary suspension controls.
  • Add held aim with a frozen 30% range bonus and ballistic target preview.
  • Add impact-validated anchor transfers and cancellation of pending shots.
  • Add configurable controls, stamina, rope movement and English/French HUD text.
  • Add local authority checks, lifecycle cleanup and grappling conflict diagnostics.

Zephyrfit