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Lighting: Semi-opaque walls

With the current dynamic lighting system, the main problem I have using it is dealing with objects like bushes or low walls that somewhat obstruct a person's view but don't totally block it. What I would suggest is to be able to draw "semi opaque" walls in addition to normal opaque ones. What these would do is they would essentially set the assumed distance of a token's line of sight to wherever the fade for that token begins - for example, a token with Light 20m and fade 10m facing a semi opaque wall 5m away from it would essentially get full light for 5m and then have fading light behind the wall between 5 and 15m, after which no visibility remains. This means that line of sight "hitting" a semi opaque wall would still continue, but only for a limited distance dependent on the fade.
I go to the D.L. layer and drop a few dots/thin line on the bushed, not perfect, but give a less clear view, hide an ambusher in the dark rays with maybe a foot sticking out into the light...
+1 This would help to convey forest terrain and fog banks much more "naturally".
I have also used random blobs near the southern border and lit a moon token 700/0/"All Characters can see light" and then moved it along east to west, just south of the blobs. It looks like the moon is darting in and out of holes in clouds shooting moonbeams across the fields, shadowed by terrain objects. I wish there was a way to render token shadows dynamically.