We optimize our updateRenderable algorithm by breaking ascent when we've already checked a certain tile. So far, we've compared the UnwrappedTileIDs, but they don't include the overscale component. When ascending through overscaled tile IDs, we've stopped the ascent too early, when we should've kept the search going.
Commit 1c53dc9ca8 ([core] Refactor vertex array object extension
initialization) changed where the GL renderer string is checked in order
to prevent the vertex array extension initialization in certain
platforms and in doing so made the logging of that string more frequent,
once per context initialization instead of at most once per process.
This is a lot more verbose, specially when running unit tests, so make
sure that string is logged at most once as it was previously.
[ios] Remove copying of Settings.bundle from packaging script
[ios] Move Settings bundle under ios/app in file system
[ios] Copy bundle to iosapp in packaging script
[ios] Remove stranded Root.strings from SDK
[ios] Add English localization to example Settings.bundle
when a source-expression like `["get", "property"]` evaluates to null and the default pattern value (empty string) is used, make sure attribute buffers get populated to avoid crashing the app
These jobs have constant output and don't need the default 10 minute timeout, so failing sooner (in the event of an npm outage/bug, for example) is advantangeous for us.
The ANGLE implementation of GL_KHR_debug on Direct3D seems to be broken
leading to a bad_alloc being thrown when running with a debug build, so
disable it in that platform.
Currently the vertex object extension is disabled through an ifdef for
the Windows platform due to an issue with ANGLE, while there is a
blacklist for other platforms. Unify those by adding ANGLE to that
blacklist and some small refactoring.
Since commit bded6c65d5 ([build] use plain text files for file lists
to simplify integration with other build systems) adding new source
files would not cause cmake to be re-ran since it doesn't automatically
track the plain text files. Fix that by explicitly adding those files to
CMAKE_CONFIGURE_DEPENDS.
Add a parameter to Program::draw to control whether face culling should
be enabled. This will be used in a follow up commit to enable face
culling for fill extrusion layers.
[node] Hook up map-wide "crossSourceCollisions" option, defaulting to true.
[test] Pass "crossSourceCollisions" test option through test harness; enable cross-source-collisions tests on native.