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need help, ingame render distance is broken


im not sure whats causing it. i have tried removing many different things then compiling, nothing changes. i am concerned it might be to do with how i have saved every wall and brush (nothing with displacements) as a func_detail. it would be much appreciated if someone could help.

here's my log:

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -threads 10 -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation"

Valve Software - vbsp.exe (May 21 2020)
10 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_spacestation/koth_viaduct_event/blendgrasstocobble_viaduct001_wvt_patch
Patching WVT material: maps/koth_spacestation/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1262 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (320430 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTOCOBBLE_VIADUCT001 uses unknown detail object type tf_forest_grass!
.10
Compacting texture/material tables...
Reduced 393 texinfos to 295
Reduced 37 texdatas to 29 (1103 bytes to 780)
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation.bsp
Wrote ZIP buffer, estimated size 2682, actual size 2066
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation"

Valve Software - vvis.exe (May 21 2020)
12 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation.prt
483 portalclusters
1723 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 4214 visible clusters (5.59%)
Total clusters visible: 75387
Average clusters visible: 156
Building PAS...
Average clusters audible: 369
visdatasize:45953 compressed from 61824
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation.bsp
3 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation"

Valve Software - vrad.exe SSE (May 21 2020)

Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation.bsp
Setting up ray-trace acceleration structure... Done (1.60 seconds)
9446 faces
1 degenerate faces
8708530 square feet [1254028288.00 square inches]
34 Displacements
17792 Square Feet [2562056.00 Square Inches]
9445 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
426401 patches after subdivision
sun extent from map=0.008727
118 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (49)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (31)
transfers 54130576, max 1854
transfer lists: 413.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(761421, 470166, 440918) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(127479, 43757, 41176) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(26824, 4948, 4883) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(7310, 678, 711) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1947, 100, 112) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(622, 16, 19) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(177, 3, 3) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(61, 0, 1) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(18, 0, 0) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 0, 0) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(2, 0, 0) 
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0) 
Build Patch/Sample Hash Table(s).....Done<0.2403 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 45/1024 2160/49152 ( 4.4%)
brushes 895/8192 10740/98304 (10.9%)
brushsides 6813/65536 54504/524288 (10.4%)
planes 3920/65536 78400/1310720 ( 6.0%)
vertexes 13245/65536 158940/786432 (20.2%)
nodes 1151/65536 36832/2097152 ( 1.8%)
texinfos 295/12288 21240/884736 ( 2.4%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 34/0 5984/0 ( 0.0%)
disp_verts 2754/0 55080/0 ( 0.0%)
disp_tris 4352/0 8704/0 ( 0.0%)
disp_lmsamples 50128/0 50128/0 ( 0.0%)
faces 9446/65536 528976/3670016 (14.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2955/65536 165480/3670016 ( 4.5%)
leaves 1197/65536 38304/2097152 ( 1.8%)
leaffaces 12697/65536 25394/131072 (19.4%)
leafbrushes 2101/65536 4202/131072 ( 3.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 57151/512000 228604/2048000 (11.2%)
edges 32496/256000 129984/1024000 (12.7%)
LDR worldlights 118/8192 10384/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1143/32768 11430/327680 ( 3.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18018/65536 36036/131072 (27.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 24710080/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 45953/16777216 ( 0.3%)
entdata [variable] 67630/393216 (17.2%)
LDR ambient table 1197/65536 4788/262144 ( 1.8%)
HDR ambient table 1197/65536 4788/262144 ( 1.8%)
LDR leaf ambient 6409/65536 179452/1835008 ( 9.8%)
HDR leaf ambient 1197/65536 33516/1835008 ( 1.8%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/28906 ( 0.0%)
pakfile [variable] 2066/0 ( 0.0%)
physics [variable] 320430/4194304 ( 7.6%)
physics terrain [variable] 2196/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 26324
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation.bsp
1 minute, 38 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my projects\koth_spacestation.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_spacestation.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "koth_spacestation"
submitted by ZodiacWarrior_ to hammer

Unity 2019.4.14 With Rosseta Under Mac Mini M1 vs Hackintohs i9 9900k

Hi guys!
EDIT!! Mac mini 8gb ram (could be the reason for lower render of light but fast building )
EDIT2 Updating to latest Bug Sur release and Unity 2020.2 to see how bakes light in same project!
EDIT3 Unity 2019.4.14 & Unity 2020.2.0b2 cant make lightmapping with Progressive GPU is fallind to CPU
** EDIT4 One more thing... Visual studio takes a loooooong time every time you change a simple line and wait for rebuild and play the scene, so this is my latest test and returning the device, maybe in a few months could be more advanced ** —-
I want to share with you my timers doing some build in mac mini m1 vs Hackitosh with the latest i9
The problem is, my hackintosh use Catalina vs Mac Mini M1 using Big Sur.
-- Using unity3d 2019.4.14 --
Hackintosh (i9 9900k Desktop 8 Core)
Build to Android 109 seconds
Build to iOS 53 seconds
Mac mini M1
Build to Android 147 seconds
Build to iOS 93 seconds
Hackintosh (i9 9900k Desktop 8 Core)
Build Xcode 1:27 doing a build for iphone
Product Archive -> 1 minute 6 seconds
Mac mini M1
Build Xcode 1:29 doing a build for iphone
Product Archive -> 1 minute 5 seconds?

Same project with same cache files and repeating every step 2-3 seconds to be sure there is nothing required to be pre-cached or something like this.
Conclusion:
Unity 2019 or 2020.2beta its not recognized m1 to make Lightmapper, also, visual studio is not running well, is using rosseta, everytime you make an small change it takes near to 15 seconds to compile and can see changes in scene. Mac Mini M1 is NOT RECOMMENDED at this time.
submitted by IndieFist to Unity3D

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