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The second way is to use and angled light_environment but you,ll have to have a wall for every type of angle (4 for every kind). Regardless of the method you choose the roof and the ground should be two differend brushes because the lightmaps baked in should be different.
https://imgur.com/a/1BhqLon
Theres also a huge bug where if you open a door from the outside into a room you are in, you wont be able to leave the next room without noclipping out of it
step 1: nav_mark_walkable (if the room even has "floor")
step 2: nav_generate_incremental (if the marker for the navmesh even worked on the room you are in)
step 3: nav_edit 1 and see if it worked, if it did not, yeah thats what my issue is, some rooms dont work like i said