- Pulls over an update to line.vertex.glsl (looks like a no-op?)
- Add test ignores for collator, is-supported-script, line-gradient
- Exclude collator, is-supported-script, line-gradient from code generation.
- Symbol querying is now global instead of per-tile
- Symbols that bleed over tile boundaries no longer missed in queries
- Symbol results now sorted based on rendering order (ie overlapping symbols change their sort order when a bearing change causes their render order to change)
- Placement::retainedQueryData now responsible for maintaining symbol querying data for buckets that may no longer be in the TilePyramid.
- Round-tripping expressions through serialization and checking that outputs don't change
- Checking expression serialization against expected value from fixture
Issue #10714
- Each expression stores its operator as a string, and default serialization is [operator, serialize(child1), ...]
- Custom implementations of `serialize` for Expression types that don't follow the pattern
- expression::Value -> mbgl::Value converter
- node_expression bindings to expose `serialize`
* disables transition render test (transitions are not supported with Still image rendering in Node.js)
* removes support for hillshade-illumniation-direction-transition
* [core] Parse TileJSON bounds property
* [core] Add TileRange and LatLngBounds::contains(CanonicalTileID)
Move LatLngBounds::contains impl to cpp file
* [core] Skip tile creation outside of tileset bounds
* [core] Fix TileRange for wrapped bounds and use for CustomTileLoader instead of LatLngBounds comparisons for tiles.
Don't mark items that are outside the collision grid range as placed.
Requires new ignore because GL JS issue #5654 allows insertion of symbols outside the CollisionIndex range, and those symbols can cascade in to affect items within the viewport.
Port of https://github.com/mapbox/mapbox-gl-js/pull/5101: adds a new render pass `Pass3D` before any other rendering wherein we render layers with 3D passes (fill-extrusion layers) to offscreen framebuffers, sharing a depth renderbuffer between those layers in order to render 3D space correctly. Those framebuffers are saved on the RenderLayers and copied back to the map during the translucent pass. Rendering to offscreen framebuffers before we do any clear + draw means we can avoid expensive framebuffer restores.