So I'm not sure if this was ever addressed (I'm not around much), but a little over a year ago, there was a short discussion where Graf mentioned it might be possible to use bitmasking to exclude certain parts of a level from certain dynamic lights.
Thread/post in question.
Graf Zahl wrote:How about adding a bitmask property to linedefs, sector planes and light things (both map placed and attached to other actors, so that lights get discarded if both bitmasks ANDed together are not 0? That'd give mappers some control over certain parts of the map that get excluded by certain dynamic lights
Since we're unlikely to get actual shadow-casting, this seems like a reasonable in-between at least for static level lights. Thoughts?
