- Port of arabic.test.js from mapbox-gl-rtl-text
- Modify BiDi::getLine to remove trailing nulls in the event UBIDI_REMOVE_BIDI_CONTROLS causes the string to shorten.
- Patch vendored ICU to avoid undefined undefined bit shifting behavior (triggered sanitizer failure)
When creating a offline region, we've previously only requested the sprite image for the specified resolution. This lead to offline packs not being usable on devices that have a different pixel ratio. We're now requesting both 1x and 2x sprites. Some devices use even higher or fractional pixel ratios. However, we only ever use 1x and 2x sprite images in our requests.
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.
Fixes issue #12472.
This commit doesn't address the underlying issues that come from symbolAnnotationTree using a slightly lower precision coordinate system than the annotations themselves.
Instead, it just puts a small padding around each tile when it queries for tile data, so that symbols right at the tile boundary will be included in both tiles.
The rendering/querying code will take care of only displaying one instance.
The padding is in global coordinates, so at higher zoom the padding will be larger in tile units -- this is consistent with precision loss also being greater at higher zoom.
This patch fixes the compilation errors on QNX 7:
1) QNX 7 compiler (i.e qcc based GCC 5.4.0 with libc++ from LLVM) has a
limited c++11 feature support and causing the compilation
errors with the inheriting constructors. This fixes the issues by
providing the required constructors explicitly.
2) Resolves an ambiguous overload error with optional<T>
* Introduce AspiringActor, EstablishedActor
This pair of objects represents the two-phase (parent-thread /
child-thread) construction that's needed to support constructing
Thread<Object> without blocking until the child thread is up and
running.
An `AspiringActor<O>` is responsible for:
- ownership of the actor's `Mailbox`
- allocating the memory for (but *not* constructing) the target object `O`
Using these two pieces--the mailbox and a stable address for `O`--an
`AspiringActor<O>` can accept messages for the target object, or provide
`ActorRef<O>`s that do so, before the object has actually been
constructed by the corresponding `EstablishedActor<O>`. (Such messages
are queued in the mailbox until after the object is constructed.)
This allows for an `AspiringActor<O>` to be created and safely used by a
thread other than the one on which the target object will (eventually)
live.
An `EstablishedActor<O>` is responsible for managing the lifetime of the
target object `O` and the open/closed state of the parent's `mailbox`.
The `O` object's lifetime is contained by that of its owning
`EstablishedActor<O>`: the `EstablishedActor` constructor executes the
`O` constructor via "placement new", constructing it at the address
provided by the parent `AspiringActor`, and the `~EstablishedActor`
destructor similarly executes the `~O` destructor (after closing the
mailbox). `EstablishedActor` should therefore live entirely on the
thread intended to own `O`.
* Remove Actor#{invoke,ask}