With enough func_details present, I see strange lighting that produces
angled shadows across the entire map. These shadows go through walls and
even override light cast by other sources. I discovered that they're not
caused by any one detail brush, or small combination of them. It only occurs
when the vast majority (+95%) are compiled.

I don't have an absurd amount of func_details. It's not a particularly *
massive* map -- just large. Does anyone know if there is a functional limit
to the number of func_details you can have? Is there a quantity of detail
brushes that adversely affect VRAD, but aren't restricted by a hard-coded
limit when compiling?
-- 
*Daniel Jordan*
www.daniel-jordan.com
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