Changelog for iOS 6.1.0 (#2126)

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Bart Louwers
2024-02-20 16:36:29 +01:00
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@@ -4,6 +4,19 @@ MapLibre welcomes participation and contributions from everyone. Please read [`C
## main
## 6.1.0
- Addition of an MLNCustomStyleLayer that allows running custom Metal shaders and code. Example included in the PR. ([#2041](https://github.com/maplibre/maplibre-native/pull/2006))
- Various performance optimizations.
- Avoid redundant bindings/states based on Metal profiler feedback. ([#2006](https://github.com/maplibre/maplibre-native/pull/2006))
- Eliminate the remaining examples of tweakers being re-created on each update, which reduced reuse of uniform buffers. ([#2050](https://github.com/maplibre/maplibre-native/pull/2050))
- Eliminate an extra vector allocation for many attributes ([#2049](https://github.com/maplibre/maplibre-native/pull/2049))
- Don't save an extra copy of properties-as-uniforms set with symbol data, or re-build it when updating properties on existing drawables. ([#2054](https://github.com/maplibre/maplibre-native/pull/2054))
- Combine multiple segments into a drawable when `sortFeaturesByKey` is not used ([#2060](https://github.com/maplibre/maplibre-native/pull/2060))
- UBO by index instead of map ([#1980](https://github.com/maplibre/maplibre-native/pull/1980))
- Use `enableDepth` option ([#2073](https://github.com/maplibre/maplibre-native/pull/2073))
- Minor optimizations ([#2091](https://github.com/maplibre/maplibre-native/pull/2091))
## 6.0.0
* This is the first release that uses **Metal** for rendering. This is a graphics API from Apple that replaces OpenGL ES on Apple platforms.