Shadows where removed from EA as we wanted to work on them more. We almost had it, but the lack of decent performance by default and a few holes in the shadow volumes meant the best solution was to remove them for EA and focus elsewhere. The flags remain so that when we put it back, individual entities can control whether they cast shadows or not. The shadows being referred to are dynamic volume stencil shadows, which are the most expensive, and most rewarding kind. I intended them for use with good to great PC specifications for those users who have uber systems and want to exploit them. Bump mapping can be done right now, as we have left in all the normal maps in the texturebank, however there where some fundamental issues such as from where and how many lights would we send to each effect, applied to each entity that used them, etc. Serious questions that could easily have added another month or two to the development. All things considered, we where happy with releasing some easier to manage shaders for EA, and the rest will follow.
"We are the knights who say...eki eki eki fatang loopzoing, zanziga....ni"