I am pretty aware that having world brushes intersecting (having a part of one brush inside of another) with func_brushes increases the compile time, but what about just world brushes with other world brushes? Would it be efficient in terms of optimization to ensure that NO brushes are intersecting?
Does this also apply to decals, overlays, and props as well? I want to know this because I prefer to optimize maps as I go, and I wouldn’t have the patience to take care of it later on in development.
Sorry if this has been spoken about before, but search won’t work.