Added setResolution, setScreenMode and setFullscreen methods to Stage.
Fix CI script
SDL_JOYDEVICEADDED and JOYDEVICEREMOVED Lime link

SDL_JOYDEVICEADDED, SDL_JOYDEVICEREMOVED for desktop builds Lime link
(tested working on mac os x).

Implementation :
Lib.current.stage.addEventListener(JoystickEvent.DEVICE_ADDED,
onJoyConnected);
Lib.current.stage.addEventListener(JoystickEvent.DEVICE_REMOVED,
onJoyDisconnected);

private function onJoyConnected(e:JoystickEvent):Void {
		//we can grab e.device;
}
private function onJoyDisconnected(e:JoystickEvent):Void {
		//we can grab e.device;
}
Rectangle.setTo() added
Fixed incorrect assignment.
Merge pull request #163 from player-03/NMEPreloader

Fixed incorrect assignment.
Merge pull request #160 from Gama11/Rectangle.setTo

Rectangle.setTo() added
Better working directory behavior for Linux
Updated missing API's and added cleanup on XMLSocket close
Merge pull request #169 from skylerparr/master

Updated missing API's and added cleanup on XMLSocket close
Bug fix: not attempting connect if port range is wrong on constructor
Merge pull request #170 from skylerparr/master

Bug fix: not attempting connect if port range is wrong on constructor
SoundChannel; audioState can be null because it only creates itself when needed, thus a sound could stop() before it gets created, causing a possible null pointer crash
SoundChannel; channelList for threaded audio shouldn't keep null values around, and channel should not be setting it's own handle to null when complete returns true because it's used for more than just this
SoundChannel; making sure memory is cleaned up, this is handled in previous audio commit, and isn't the cause of the slow down (likely the sendMessage thread leak from other isolated cases)
add support for android-19 immersive mode
Merge pull request #175 from kasoki/android_immersive_mode

Add support for Android immersive mode
graphics.drawTriangles no longer sets viewport
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