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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.
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2 changed files with 43 additions and 61 deletions
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@ -413,8 +413,8 @@ private:
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// Descriptor pools
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VkDescriptorPool materialDescPool_ = VK_NULL_HANDLE;
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VkDescriptorPool boneDescPool_ = VK_NULL_HANDLE;
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static constexpr uint32_t MAX_MATERIAL_SETS = 8192;
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static constexpr uint32_t MAX_BONE_SETS = 8192;
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static constexpr uint32_t MAX_MATERIAL_SETS = 16384;
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static constexpr uint32_t MAX_BONE_SETS = 16384;
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// Dummy identity bone buffer + descriptor set for non-animated models.
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// The pipeline layout declares set 2 (bones) and some drivers (Intel ANV)
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