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The editor was redesigned and it now uses OpengGL for rendering. The walls can have bumps and reflect specular light. When a glossmap is applied to a wall it prevents the light from reflecting off it. The diffuse texture, heightmap and glossmap can be applied individually to any wall. Thus two walls can share the same diffuse texture but use different heightmaps and use same glossmap if wanted. Other combinations are possible. The spotlights need to be reimplemented and the geometry making up the lights shouldn't cast shadows.