playing with a 3d noise function as procedural texture
add some other noise options in fragment shader
add event type check in worker
split debug tracking of network vs. parsing time in tile source
add a function to split the lines in a GeoJSON feature where consecutive points are farther away from a given tolerance
add some shader flags via defines
add a buffer to viewport when calculating tile visibility, to catch tiles with protruding geometry (this is an incomplete solution)
add back ability to dynamically reload shaders (but these are built from .glsl files, not from the 'compiled' .glsl.js bundled versions)
update build
more streamlined/resilient tile data post-processing
more generic methods for getting tile debug sums/avgs
guard against missing layers, use shortcut when no post-processing is needed for a layer
add a tile source for Mapbox-style vector tiles served from Mapzen dev server
only create tile source once per worker
add support for host aliases (tiles -> a.tiles, b.tiles, etc.)
track tile response size for debugging
track end-to-end load tile for a set of tiles loading in parallel
use host aliases for mapbox vector tiles
default to 2 workers instead of 1
update build