Hey Dooley!

I did the same thing. In my main level, I deleted more and more objects, and spammed the level_load on the same level. If i deleted everything except the bare minimum to run my level, no memory was being stacked. After narrowing it down, i found out it was map entities causing the problem!!!!

These map entities (.wmb) are placed in the level to prevent certain nodes from seeing each other. If i had none of these map entities in the level, memory isnt stacked/leaked. But once i placed these .wmbs in the level and reloaded constantly, the memory would stack. After going into the .wmb file itself in WED, i recompiled with no shadows, along with a few other options I dont remember off hand and resaved the .wmb.

Loading the new compiled .wmb into my main level, I was able to reload constnatly without memory stacking.

Question: Why would baked shadows in a map entity (.wmb) cause memory to be unreleased in level_load??