May 28
Performance suggestion
Nothing crazy but I think it might help long time.I can tell that your water bodies are actually just one big body of water under the map and the ponds/lakes/rivers are just the map and water intersecting at water level. I can`t tell and I don`t know here if the full body of water is animated/lighted for the whole surface at all time or if there is an "animation distance" ( just like the rendering distance now ) and how it affects performance in general. While the trick works for now, this is not really a scalable solution since the body of water calculation will exponentially go up with the area. I suggest "cutting" your water bodies in smaller patch that covers only the parts of your map where there should be water.
Completed
Hi Michael, Thanks so much for bringing this to my attention. I've now split the water mesh up into multiple smaller meshes that can be culled when not needed! This will definitely scale much better, especially as the world expands.