I noticed this when shaders were first added to the game, why can't static (event based) lights cast shadows like the sky does? I'm not even sure if this is the appropriate question to ask, but I also noticed that a single item can only have one shadow as well.

When I set azimuth and elevation both to the lowest values, the yellow light doesn't make my character cast a shadow, or anything else in the area.

More questions to either think about or evaluate: How much of a performance impact would this create to allow static lighting to cast shadows?, Would this even be a fathomable addition to allow the Torque engine to endure, would it even be possible?. Noticing this again really makes me hate doing interior designing, because sometimes it looks... Strange.
Other times it just looks gross when building in night time settings.



I can expand upon this in many directions, I just wanted to get the very basic idea out there, even though I know for certain it has been talked about beforehand.
Almost all basic engines that have lighting that can cast shadows are all pre-rendered (e.g. Source Engine). The Source Engine calculates all of the lighting and possible situations during the compile stages of the .bsp, more specifically vrad.exe. Exceptions do exist however. A such entity that allows casting light can only have
one with an initial
on state, but that's for "real time" shadows.
Go ahead and prove all these things wrong, because I know for certain I typed something wrong above.
Annnndddd..... Discuss.