WIP of more flexible vertex layout for VBOs
currently renders a reduced set of features, comments out a lot, etc. - lots of clean up before merge
WIP optimizing typed array vertex packing
WIP: further optimization ideas and clean-up for typed array vertex packing
Merge branch 'master' into flex_vertex

Conflicts:
	dist/tangram-worker.debug.js
	dist/tangram-worker.min.js
	dist/tangram.debug.js
	dist/tangram.min.js
	src/gl/gl_vertex_layout.js
	src/scene_worker.js
WIP: simplifying vertex packing
simplify with ES6 computed properties
add Style.randomColor to allowed stylesheet macros
switching to master branch of jshint to get support for ES6 computed properties
should switch back to the next released version
move ES6 object iterators to Utils
change ES6 export style for Utils (have to declare var before it can be exported as default)
minor simplification of selection map size
move gl_constants to ES6 module
finish converting geometry construction to new packed vertex layout method:
a new object, GLVertexData, encapsulates a buffer for a provided vertex layout
GLVertexData maintains separate typed array views (as needed by the vertex layout),
and pointers into each view
GLVertexData re-allocates the buffers if they grow too big, then clip them to the final
size when vertex construction is complete
lint
removing some unused functions that are likely to remain unused
Streamline the build process

Instead of having several build script, each a little different, this
expands the main build script to handle all of our current use cases.
Merge pull request #30 from tangrams/iwillig/streamline-build

Streamline the build process
simple vertex layout tests
add vertex data create test
added a couple tests for GLVertexData
Merge branch 'master' into flex_vertex

Conflicts:
	package.json