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Separate Darkvision Settings For Tokens

The way the system to simulate darkvision currently is simply giving the token a dim light radius and and make it so only the player controlling the token can see that light (leaving the "All Players See Light" unchecked). However in some games, like mine, this becomes a slight issue. We stream our game on twitch and one of my players is the one actually hosting the stream. Because of this I need him to see and control all the player tokens so the "camera" can always see whats going on even if the party gets separated, or maybe if the rogue sneaks ahead. Basically I need that player to control all the characters tokens so the audience can always see whats going on. The problem lays, however, when the party is together. Because my whole party has darkvision and the system to so generates light rather than actually giving darkvision, all these light sources overlap and create what is essentially bright light. The Dark dungeon tone is negated because the overlapping darkvision auras. My suggestion is to give tokens a darkvision setting. One that can simply generate that dim light but prevents that light from overlapping other light sources. This way in games where you want all the players to see what each token sees, they can still get the true tone that darkvision can provide with roll20's dynamic lighting.
A general darkvision setting would be nice.  In my game, I have a player who has darkvision but also carries around a magical candelabra everywhere, and it's that item that allows my non-darkvision players to see.  With the present settings, the only thing I can do is have the player also carry around a torch icon which can be cumbersome.  It's a small thing, but it's still annoying. The other thing is that darkvision is monochromatic whereas dim light isn't, especially when it stacks with other sources.
I'm wondering if overlapping dim areas being additive in brightness is more of a bug.
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