Set up the LevelLoader to load names instead of whole ThangTypes.
Merge branch 'master' into feature/thangload

Conflicts:
	app/lib/LevelLoader.coffee
	app/views/play/level_view.coffee
Merge branch 'master' into feature/thangload

Conflicts:
	app/lib/LevelLoader.coffee
	app/views/play/level_view.coffee
Set up the level loader to get thangtype names first, then load the thang types themselves so the world can be generated in parallel with thang type loading and rendering.
Merge branch 'master' into feature/thangload
Reworked LevelView loading priorities to try to get world simulating earlier.
Most of the way there with the raster images. Just need to figure out loading with PreloadJS and the SuperModel.
Merge branch 'feature/thangload' of https://github.com/codecombat/codecombat into feature/thangload
Don't start drawing Surface until needed.
Merged master into feature/thangload.
Merged master into feature/thangload.
+ "Real" predictable random. Seed depends on usercode map.
+ Created function for generating a reproducable seed out of user code but it fails inside the web-worker
+ Created function for generating a reproducable seed out of user code - as using JSON.stringify is not garanteed to be the same on every browser for objects.
+ Overly lengtly comment changed.
Most of the way there getting it to work with loading thang types dynamically throughout the play view.
Merge branch 'master' into feature/thangload
Update GoalManager.coffee

add getGoalState
Update thang.coffee

add getGoalState
Update world.coffee

add getGoalState