If you're going to be using func_lod for any reason, reserve it for out-of-bound detail pieces and tiny faraway details that can't be accessed.
The only reason I would use it as of now is if your 'waterindices' count on compile is over 90% (as it was for Edifice). The waterindices count, from what I know, is mainly the result of func_details touching/intersecting world geometry and turning some func_details into func_lods will lower this count. Just keep in mind the problems listed above when using lods.
If you're going to be using func_lod for any reason, reserve it for out-of-bound detail pieces and tiny faraway details that can't be accessed.
The only reason I would use it as of now is if your 'waterindices' count on compile is over 90% (as it was for Edifice). The waterindices count, from what I know, is mainly the result of func_details touching/intersecting world geometry and turning some func_details into func_lods will lower this count. Just keep in mind the problems listed above when using lods.
Just FYI here: Most black mesa maps are at like 300% waterindicies
Not something you really have to worry about (unless it fucks with something in multiplayer servers?)
ALL entities (that aren't explicitly related to visibility) are ignored by the compiler when cutting leaves.func_detail entities are ignored by VVIS when creating visleafs.