Ship Odyssey: Implemented New Loot Meter. You now collect treasures, and spend money. When you run out of $, the mission ends.

Rating system is still a work in progress. [it always gives 3 stars right now]
Ship Odyssey: New game structure in place. You get X misses per mission; it ends when you use them all. Gold = rats supply now.

Rat animations optimized.
Ship Odyssey: Fixed bug with replay not working when the game ended. Fixed bevel on crane animation handles.
Merge branch 'NewLoot' to master. The 'bootyMeter' terminology is off; all the variables are named after "gold", although they now represent "rats".

There was a conflict in ShipOdyssey.mxml, with Craig's new DG updates. The master branch's version was correct.
Ship Ship Odyssey: Updated variable names to reflect new game structure ('gold' renamed 'rats'. Rank renamed Rating). Changed the order of 'Treasure or Not' and 'Rat Shortage'

Updated the way a level having multiple treasures works. Before it was if currentMission == 2, now its if the currentMission.variableTreasrues == true.
Ship Odyssey Added Mission "Small Hook" (Mission 5) to the game. Added a delay before the instant replay begins. "Hundreds o' Rats" now has a fixed stepper at 100.

Binary Details:
BoatSailAnim.fla
CraneAnimation.fla
popUps.fla
--added little hook

shipControls.swc / wood_panels.fla
--added 'locking' functionality to steppers.
Ship Odyssey: previous mission data can now be deleted
(a work in progress, no user changes for now, until UI is built)
ShipOdyssey.mxml: add sendDeleteAllCaseDatatoDG();
Merge branch 'seg-srri-umass-tp-data-games/master'
Ship Odyssey: Added a 'delete all data' checkbox to the mission screen. Put in mission instructions.

Fixed a little bug on the mission map. MOUSE_DOWN was being used where MOUSE_UP belonged.
Merge remote-tracking branch 'serg/master' bringing in latest serg changes.