Static lights can cast dynamic shadows now, Source 2 in our rendering pipeline previously supported it but it's calculation to evaluate which static light to be shadowed was done on the server and wasn't compatible with our game and outside VR.
I took the time to refactor all of it to be calculated clientside and with better heuristics, now cheap lights will cast shadows on a map, no extra input needed.
This is useful to give extra flair to your environments without adding any additional big cost to your rendering budget.
Right now this is limited to one light shadow at the time besides the sunlight but nothing stops it from working in multiple light sources in the future, may them be spot lights or point light.