| Commit message (Collapse) | Author | Age | Files | Lines |
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fixes #1398
js: 212760981493460b438f1cc117001825773fad91
https://github.com/mapbox/mapbox-gl-js/pull/1195
The sprite atlas already had two empty pixels between each each icon.
But the icon's real boundary isn't used for drawing. Drawing uses an
icon's box rounded up to the nearest multiple of four. Sometimes this
rounded boundary was directly on the edge of another icon. When the icon
was sampled with linear interpolation it's edge would get polluted with
values from the other icon.
This commit shifts all icons and glyphs by 1px so that there is padding
on all sides of the box being drawn. The quads used for drawing are
shifted in the opposite direction by 1px to compensate for this.
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Upload test results regardless of outcome
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Manage Metrics TEST URL Via Info.plist
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fa34b5396482faa66af0a38d24d724db026d722c
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Info.plist
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What’s a map without a You Are Here sticker?
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Replaced haphazard usage of pragmas and `(void)` expressions with the `__unused` keyword.
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Fixes #1585
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[skip ci]
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[skip ci]
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Fixes #1584
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Instead of exposing these methods in a private header that winds up triggering warnings publicly, just redeclare the methods in a category. Since this is a test app, we’ll catch any issues that arise from refactoring simply by testing.
Fixes #1579.
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`-pauseMetricsCollection` and `-resumeMetricsCollection` were originally introduced to mitigate concerns around battery usage, but `MGLMapboxEvents` has since evolved to tread much lighter on the battery. There’s no longer any need for the client to call these methods directly. The iOS test project now includes MGLMapboxEvents.h explicitly to avoid having to package a header that will go unused.
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[skip ci]
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Do not process partial tiles if no new resources have arrived
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We only emit signals when the number of buckets increase (i.e. the
new data that arrived added a new bucket to the tile).
Also, if we try to reparse a partial tile but it is not possible, we
keep the flag up for trying to reparse it again on the next update,
because the data might have arrived after the bucket that is waiting
for the data was processed but before the end of the parsing.
Fixes #1458
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When parsing a tile, we request resources from the network, like
sprites and glyphs.
In the rare case of the resources arriving before the tile is
parsed for the first time, if we don't mark it for being parsed
again, it can end up with a tile eternally stuck in the partial
state.
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Partial tiles are now only processed again when there is a new resource
available. If we don't have new resources - like new glyphs - the end result
of the reparsing is the same, because no new SymbolBuckets would are created.
In my tests debugging with PowerTOP, this patch drops the CPU utilization
during the sampling period from 100ms/s to 40ms/s. The improvements on
slow connections (i.e. more time waiting for resources) are even more
noticeable.
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We were previously emitting the signal on the thread parsing the
glyph, but signals can only be trigger from the MapThread
because the observers are living there.
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For now, keep a pointer so we can subscribe/unsubscribe to events. In
the future, we should move this object completely to ResourceLoader, but
we can't do it now because we delete the ResourceLoader when changing
the style.
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Restore IB designable support
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This reverts commit 5a918cbb2c97271b3144fb8aace06f6fbdf30cb9. The designable works fine because of #1469.
Fixes #1568.
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Properly fail to load the map
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A typo in a selector literal meant that `-[MGLMapViewDelegate mapViewDidFailLoadingMap:withError:]` would never be sent to delegates even if `MGLMapView` had called it. Along for the ride, create a proper `NSError` to pass into that callback, and an error domain for that error.
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Update Android to use new styles
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Removed unneeded unique_ptr
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Coverity [64756] Unintentional integer overflow
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fixes #1407 and #1408
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emplace into threadSet
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The MapContext can only run on its own thread because it is
registering a EnvironmentScope and it is making many assertions
on Debug mode if its methods are being called on the Map thread.
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Map thread and Main thread should be separated in Mode::Static now
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