fix: direct CMSG_LOOT for chest GOs and increase M2 descriptor pools

Chest-type game objects (quest pickups, treasure chests) now send
CMSG_LOOT directly with the GO GUID instead of CMSG_GAMEOBJ_USE +
delayed CMSG_LOOT. The server's loot handler activates the GO and
sends SMSG_LOOT_RESPONSE in one step. The old approach failed because
CMSG_GAMEOBJ_USE opened+despawned the GO before CMSG_LOOT arrived.

Double M2 bone and material descriptor pool sizes (8192 → 16384) to
handle the increased NPC count from the spline parsing fix — patrolling
NPCs that were previously invisible now spawn correctly, exhausting
the old pool limits.
This commit is contained in:
Kelsi 2026-03-23 17:41:42 -07:00
parent 98cc282e7e
commit 8a617e842b
2 changed files with 43 additions and 61 deletions

View file

@ -413,8 +413,8 @@ private:
// Descriptor pools
VkDescriptorPool materialDescPool_ = VK_NULL_HANDLE;
VkDescriptorPool boneDescPool_ = VK_NULL_HANDLE;
static constexpr uint32_t MAX_MATERIAL_SETS = 8192;
static constexpr uint32_t MAX_BONE_SETS = 8192;
static constexpr uint32_t MAX_MATERIAL_SETS = 16384;
static constexpr uint32_t MAX_BONE_SETS = 16384;
// Dummy identity bone buffer + descriptor set for non-animated models.
// The pipeline layout declares set 2 (bones) and some drivers (Intel ANV)