The door function is useful, but I can't figure out how to use doors if a building has a roof that I want to show to the players (and if the building has walls the players shouldn't be able to see through, though that probably goes without saying.) Here's what I'm experiencing: When I move any door to the GM layer, it still blocks line of sight for player tokens, unlike all other Dynamic Lighting walls. I can move walls back and forth between DL and GM layers when needed to display roofs of buildings on the map unobstructed — by moving drawings from the GM layer to the DL layer, I can block player sight only once the PC party is inside the building. I can then easily move the roof image from the map layer to the GM layer so the players can see what's going on inside the building (and only inside, where the PCs are.) But once there's a Dynamic Lighting door on any layer on the map, including a door "hidden" on the GM layer, it seems it always blocks player line of sight. Every building with a roof and a door ends up with an odd, line-of-sight-blocking section at the door's location that prevents players from viewing the building's roof if the door is between their PC and the roof. This seems like an extremely common scenario — a building with a roof, walls and a door, like most buildings have — so I'm assuming there's some way to address this that I've missed (and that doesn't have me constantly redrawing my maps in Dynamic Lighting while we're playing, trying to quickly draw new doors or scoot around a collection of "off-camera" ones every single time the party enters or exits any building). How exactly does this work?