Lines in Mapbox tilesets not rendering correctly - mapbox

I recently updated my tilesets for a project in Mapbox, but with the new ones, at certain zooms, parts of the lines simply disappear completely, both on the tileset preview and on the style itself. It even happens when I re-uploaded my old tilesets which worked perfectly before...
They are all geojson data, here is a example if you can access it : clemapbox.7m7v5xg0 .
This is really annoying and I don't know what to do about, even changing to old data I used didn't work, I still have missing parts of lines...
(And also I can simply not upload some geojson files that are directly from overpass, I don't know why).
Hope someone can help
Thanks !
EDIT : screenshots

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Mapbox doesn't cluster at top level zoom

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When I run it from my server though the map loads, but clustering doesn't seem to work.
If I zoom in, I see the individual records, but no zoomed out clustering. If you zoom in enough around Spain you will see the records.
http://75.9.250.45:8011/mrcjava/servlet/SQL_CT_01.I00090s
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This was due to freemarker causing errors with some of the code. Wrapping these as per the below solved it
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How can I organize tiles in a tileset?

I am trying to follow the tutorial for a dungeon RPG, which involves creating a tileset.
As part of this (bookmark to exact time in video (edit: thanks, corrected)) in the video it's possible to move around tiles into separate folders. I am trying to re-create this on Unity 2022.2.0.a14.2406, and I don't seem to be able to do this: Whenever I move around tiles (from a tileset) to other folders in my assets, I end up moving the whole tileset (see image below, with the left-arrow linking to the tileset). This of course prevents me from splitting up tiles, e.g. into categories like players/walls/etc.
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Edit: Example with multiple tiles (showing the first few) extracted via 'sprite editor => slice/automatic'. It's 256 tiles, so to use them it'd important to have some way to group these tiles.
I bumped into a similar situation, and solved it rather naively by firing up Paint.NET to edit the gigantic sprite sheets I had found online into smaller similar ones for the different types of terrains, and making a distinct PNG for each character and game object.
Good naming is critical: use a short but descriptive name for each PNG, so it imports and breaks down into say Torch_0, Torch_1, etc. and Castle1_0, Castle1_1, BlueBlobBaddy_0, etc.; have all the sprites needed for a given terrain type in the same import file, import them into dedicated folders/subfolders, then splice them into tiles.
It's honestly quite a lot of work, but it's well worth it in the end.
I'm hoping this post will honor the age-old rule "if you want to learn how to do something, post the wrong way to go about it online" and will prompt a better, not-so-naive approach to this problem which I presume everyone working with 2D tilesets in Unity has encountered.

Unity CopyTexture Renders 1/4 or None of sprite

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This was the code that used to work:
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Here are watch values for the above line:
The problem is it now renders copied textures as either a grey box, or, sometimes 1/4 (always the bottom left) is rendered and the other 3 quarters are rendered as grey.
For reference here is my code trying to run the copy texture code and heres how it appears
As you can see the bottom left is rendering but the other 3 quarters are missing. For reference I am using Spine2D and even using their example scenes whenever it does a copytexture call, those textures also appear as grey.
I am a novice when it comes to GPU related bugs but if you have any suggestions on how I can debug this I am all ears. I tried changing the texture formats (both original and destination) but it didn't work out well. I can't easily go back in my git history either because there are incompatible frameworks with the unity versions so I need to solve this as it is now but I can safely say there were no local code changes that caused this isssue.
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We have a web app that uses MapBox.
In the Leaflet control we're drawing polygons in a feature group, laid over a basemap.
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Other polygons on the same map can be edited without issue.
I've attached an animated GIF that shows the behavior.
This is something that seems to be going on entirely within the Leaflat Javascript code, and I'm at a loss as to how to track it down.
I certainly don't expect anyone to be able to identify what I'm doing wrong, or what might be wrong within the Leaflet library, from as sketchy a report as this.
But I was hoping someone might be able to provide me with some guidance as to where I might start?
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Hopefully this may help...
Additionally how are you copying? Is it from inside Photsohop or are you placing the layers? Are you using the marquee tool?
for try, don't use crop tool.. use select tool instead. select tool provides pixel level accuracy.
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If this is set photoshop will try to average the edges of the selection with the surrounding pixels to make it 'blend' better. This is worse than useless if you're trying to make accurate, pixel-level selections.
In Photoshop CC, after selecting with the marquee tool, right click to access the Feather option. Enter 0.1 and then copy and paste. That should take care of it.
I just encountered this problem. I'd cut and pasted and then dragged into a new image which created a new layer with the paste on. I then realised that the feathering was wrong. I changed the settings but forgot to change the active layer back to the background layer, so I was cutting and pasting the feathered cut I did originally. Facepalm.