I'm having issues with using Light2d's bogging down my editor. They work fine in-game but while in the editor they make both my MacBook Pro and my Windows 10 desktop crawl to a stop. If I hide the lights the problem goes away.
I'm using a large number of lights, I have street-lamps each with a light2d node attached. To cover the entire level means I end up instances many many lights. So it makes sense that the editor is struggling to keep them all loaded and processing. I thought it might be a good idea to instead make one light-map texture for the entire map and only instance the StreetLamp texture instead of 80 something light2d nodes.
So my question is a two-part, is there any other optimization I can do with the Light2d nodes to avoid bogging down my editor, and do you think a single light-texture would give better performance in the editor. And if so, is there a way to export my tilemaps/level as a PNG/image file so that I can draw the light-texture over the level instead of having to guess or recreate the level in a different file.
I thought about designing my levels in TileSetter and exporting a PNG from there to draw the Light-texture and also exporting the level straight into godot, but theres 128 pixel limit in tilesetter and my tiles are unfortunately just a little bit larger. (Scaling the tile sizes down is outside the scope of this question, and I don't think feasible.)