take out the flat value all together

I think this is the best way to do it. Since the faulty flat values on OUYA only broke OpenFL games, suggests to me that Unity, Mono, Java etc... all handle their own deadzones, regardless of the flat value.
Merge pull request #176 from joonjoonjoon/patch-1

take out the flat value all together
Remove bitmapDat.setAlphaMode
Do not poll events when application is closing
Updates for pre-multiplied alpha
Removing unnecessary nested loop structure and unused variables from paletteMap.
Try a new Android timing scheme (thanks Hugh)
Do not overdo the adding of timers when render is pending (thanks Hugh)
Guard Android immersive setting for fullscreen=true only (thanks kasoki)
Add 'count' parameter to drawTiles
Remove Android frame rate restriction (new Android timing code appears to fix it)
Merge pull request #178 from bendmorris/palettemap

Simplifying and speeding up BitmapData.paletteMap
Audio threading fixes

Memory related, see 02f49e897f39b4e0ce44adc1e9f4ca3361ee04c8 comments
for discussion

Notes:
- Not using send/read message for the threads anymore, just a single
bool in a mutex
- Moved the on complete event to the runCheckComplete function because
its a common event fire and cleans up the code further
- audio state remove sets the flags needed for a sound to not be in the
thread entirely, this is used when a sound is completed also
Audio thread fixes

mutex should prevent thread sync complaint from openal

2bc2521d3e7c489a726c07bb28d2e3ff82778df8
Merge remote-tracking branch 'upstream/master'