* [ios, macos] new struct MGLTransition
* [ios] MGLTransition struct moved to MGLTypes.h
* [ios] MGLTransition implemented for style layer properties
* [ios, macos] added support for getting property transitions
* [ios, macos] updated to MGLDurationFromTimeInterval and MGLTimeIntervalFromDuration
* [ios, macos] added transition properties test
* [ios, macos] modified key strings imp
* [ios, macos] The impl for transition properties were changed to public methods
* [ios, macos] Changelog update
* [ios] Fixed layer space formatting
* [core] The name space was fixed for getters that returned TransitionOptions
* [ios, macos] Added rawLayer transition property tests
* [ios] Added a factory method for MGLTransition and transition-related methods to NSValue(MGLAdditions)
* [ios, macos] Copyedited changelog blurbs about transition properties
This exception message had a typo; developers would’ve been advised to use a method that doesn’t exist, due to case sensitivity. Moreover, the method has been renamed since this message was written.
When linking Mapbox GL as a static library, the object file (MGLFoundation.o) containing the global static variable initialization was not linked into the resulting binary since it was not referenced. This resulted in the RunLoop not being initialized in the main thread.
Reverts 03a14ff000
* [android] - add style loading callback that is invoked when a style finishes loading.
* fixup language + add support for adding a callback when invoking setStyle with the default styles.
Some devices supported by Mapbox GL provide only 8 vertex attributes; this change packs existing attributes to get us just under that limit.
For properties using a composite function, pack the min and max values into a single attribute with two logical components instead of using two separate attributes and buffers. Special logic is included for color attributes, whose integer components must be packed into the available bits of floating-point attributes. (We don't have access to ivec types in GL ES 2.0.)
For source functions, continue to bind just a one-component attribute even though the GLSL type is vec2 (or vec4 for colors). The type-checking done by gl::Attribute is relaxed slightly to accommodate this.