Hi,
I've spiffed up my demo quite a bit, and I was going to add a feature that I've been thinking of doing for a bit.
Basically, my game runs at 800x600 resolution (A resolution that doesn't scale well in hindsight, but that's something that can't be remedied since I'm too far along.), and I wanted to make a rendering mode for the game that creates a border for the game in fullscreen so that it stays at a better resolution in terms of scaling.
Unfortunately, that doesn't seem to be an option for my game, since whenever a scene with Light2D nodes is rendered in the viewport, it considers the (subtract mode, rendering essentially a shadow) light2d as transparency, essentially making anything not in shadow transparent. Included is a screenshot of the issue.
I can't continue with this feature if it renders like this, is there a particular reason this happens? When the light is additive it seems fine, it's only when it's on subtract that it causes issues. Mix also seems effected, as it renders half transparency. I'd attribute this to an engine bug, but I want confirmation that there's no alternative that doesn't involve changing all of the lighting in the game before creating a bug report on Github.
In case it's not clear, this is on 3.X, not sure how it fares on 4.X.