I believe I have found a memory leak in the SplitLargeMeshes process.
In line 522 there is an allocation of a new aiFace object, which calls the copy constructor. The copy constructor allocated an array to hold the indices.
Then in line 527 new indices array is allocated without freeing the old one.
What is the procedure for this? should I open a bug in the tracker and supply a patch?
Also, this bug may be present in more locations. So far this is the only place that I found it, but since it is possible to set the array without deleting the old one, it might have creeped up in more places.