* [core] Bump gl-js version
* [core] Implement image expression
* [core] Use new image expression
* [core] Coerce image expression to / from string
* [core] Serialize evaluated image
* [core] Pass available images to layout
* [core] Pass images to evaluation context
* [core] Set available flag value based on image availability
* [core] Allow image coercion to boolean to indicate image availability
* [core] Coalesce image expression
* [core] Add image expression to next build system
* [core] Align serialization format and evaluated type with gl-js
* [core] Add images to expression evaluation method
* [core] Add support for Image expression to expression test runner
* [core] Unskip image expression tests
* [core] Update unit tests
* [core] Use image expression in annotation manager
* [core] Add string to ImageExpression conversion
* [core] Add image expression to expression dsl
* [core] Convert tokens for implicitly created Image literal
* [core] Fix clang format
* [core] Split generated style code lines that are over 120 characters
* [core] Add unit test for image expression equality
* [core] Add image property expression evaluation unit test
* [core] Unskip image expression render test
* [core] Skip 'in' expression tests
* [core] Ignore fill-pattern/update-feature-state render test
* [core] Rename Image::serialize to Image::toValue
- Try as much as possible not to use explicit compiler flags,
relying on CMake to do the job in a portable away.
- Build mbgl-core as a single static library and leverage lto as
much as possible.
- Support a MinSizRel build for other platforms.
- Make GLFW and Node a client of mbgl-core public interface.
- Same for the offline tool and static render tool.
- Use only target settings (do not pollute the global scope)
- Confine core code in a single file.
- Confine platform code inside a single include (exception being Qt
that needs AUTOMOC before adding the targets)
- Align the Android build with the Android toolchain file.