By the way, I was testing this stuff out and noticed that there is another mistake in the
manual (not engine):
To disable character lighting and tinting effects, call SetLightLevel with parameter light_level 0.
In fact, setting character's (and object's) light level to 0 will enforce individual light level 0, which would override region and ambient light levels, similar to how calling Tint() with saturation 0 still overrides region and ambient tints.
The only real way to disable character's individual lighting is to call RemoveTint().
This makes me wonder if changing SetLightLevel into LightLevel property will be a good decision. Because character's LightLevel = 0 will not be the same as "light level disabled".
We would need to add separate property LightLevelEnabled (similar to TintEnabled) to let user know whether character has individual light level set.