1] probably a bug
2] bug
3] intentional. The light is tiles, not an object, and can’t be smart about getting cut off. Making it an object might be feasible, eventually, but I’m not gonna dick with it atm. This is one of those minor cosmetic issues that would really be pathological to fix, because it would come at the cost of much, much more important things (these issues pop up like whack-a-moles in all game-development).
Part of this is not giving up the current level-creation-efficiency-bit in the editor. We could do this, right now, with an object; we could make an object the size of the window. However, this would mean that for every single window in the game, we’d have to place a “light stream” object on it. Right now, creating a window is a single operation, and as a general trend in designing the editing, we want all acts of creating something to be as close to one operation as we can get them (obviously, some things right now like creating a forest tree, are a bit of a bitch).
Right now, the window light automatically spawns itself when you place a window. In fact, windows aren’t a separate tool you have to grab (switching away from wall tiles) every time you want to place a window (and then requiring you to switch back to wall tiles to get back to placing those). To get a window, you simply cut a window-sized hole in the wall - suddenly, the window, and the light-stream, just appear. Now, unfortunately, we currently can only use this to place tiles.
I’ve had a hypothetical feature idea where certain MTPs trigger the creation of an object at a given tile position. I haven’t really thought this through, but the gist is simply that certain MTP patterns, if placed, would also add an element to a list of formulas to be evaluated when the level is created; which would each have access to an X,Y position based on where that MTP got placed. Based on these, certain tiles could automatically spawn objects. Graphical holes in a back-wall of stone could spawn lightstreams. Dragged sections of foliage - instead of or in addition to spawning foliage tiles, could instead spawn foliage objects at regular intervals, which could then be animated. (that said, a similar effect could be done with a generator; with bounds and spawned child objects, and would probably be simpler that way).
This is just my incomplete brainstorming on the subject. This may not be a good idea, for some reason I haven’t seen yet.