Feature Request: Isolated Leak Tester
I just thought of a great feature that would make optimizing maps (a bit) less of a hassle. IF you could set up 2 fake, q3map2 ignored entities and then have Radiant draw a path between them (like how it does when the map leaks, the red line appears tracing the path), then you could set them up inside and outside of a building to test where it leaks to the outside.
This would be great for trying to find out why an areaportal doesn't seem to be working, for example, when really it's not the areaportal but you left a structural wall of the building 1 unit above the floor.
To make it truly useful, it should take the fastest route.
Why don't you just copy the building into a new map, add a spawn and compile it?